Interaction method, device, electronic equipment and readable storage medium in game
Patent Information
- Application Number
- CN202310838476.1
- Authority / Receiving Office
- CN · China
- Patent Type
- Patents(China)
- Current Assignee / Owner
- Filing Date
- 2023-07-07
- Publication Date
- 2026-09-08
- Estimated Expiration
- 2043-07-07
AI Technical Summary
然而游戏大厅中布置的控件容易分散玩家的注意力,降低了玩家的沉浸感
[0017] The game interaction method disclosed herein, in response to a login operation by a first player logging into the game via a first terminal, assigns the first player to a first player set and assigns the first virtual character controlled by the first player to a lobby virtual scene. The lobby virtual scene provides a virtual environment with preset gameplay for players in the first player set. A first lobby interface is displayed via the first terminal, providing multiple first functional controls for entering different gameplay modules or functional systems, and displaying the first virtual character. In response to a first switching operation, the first lobby interface is switched to a second lobby interface, displaying the lobby virtual scene and second functional controls corresponding to the preset gameplay. In response to operation commands to the first virtual character, the first virtual character is controlled to move within the lobby virtual scene and to perform game interaction behaviors based on the preset gameplay.
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Figure CN117046101B_ABST
Abstract
Description
Technical Field
[0001] This disclosure relates to the field of game technology, and more specifically to an interaction method, device, electronic device, and computer-readable storage medium in a game. Background Technology
[0002] After logging into the virtual game, players first enter the game lobby, and then enter the game through the lobby. However, the controls placed in the game lobby can easily distract players and reduce their sense of immersion. Summary of the Invention
[0003] This disclosure provides an interaction method, device, electronic device, and computer-readable storage medium in games, which can enhance the player's immersion in the game lobby. The specific solution is as follows:
[0004] In a first aspect, embodiments of this disclosure provide an interaction method in a game, the method comprising:
[0005] In response to the login operation of the first player logging into the game through the first terminal, the first player is assigned to the first player set, and the first virtual character controlled by the first player is assigned to the lobby virtual scene, wherein the lobby virtual scene is used to provide a virtual environment with preset gameplay for the players in the first player set;
[0006] The first terminal displays a first lobby interface, wherein the first lobby interface is used to provide multiple first functional controls for entering different gameplay modules or functional systems, and to display the first virtual character.
[0007] In response to the first switching operation, the first lobby interface is switched to the second lobby interface. The second lobby interface displays the lobby virtual scene and the second function control corresponding to the preset gameplay. In response to the operation command on the first virtual character, the first virtual character is controlled to move in the lobby virtual scene and to perform game interaction behavior based on the preset gameplay.
[0008] Secondly, embodiments of this disclosure provide an interactive device for games, the device comprising:
[0009] The allocation unit is configured to, in response to a login operation performed by a first player logging into the game via a first terminal, allocate the first player to a first player set and allocate the first virtual character controlled by the first player to a lobby virtual scene, wherein the lobby virtual scene is used to provide a virtual environment with preset gameplay for the players in the first player set;
[0010] The display unit is used to display a first lobby interface through the first terminal, wherein the first lobby interface is used to provide multiple first functional controls for entering different gameplay modules or functional systems, and for displaying the first virtual character.
[0011] The switching unit is used to switch the first lobby interface to a second lobby interface in response to a first switching operation, display the lobby virtual scene and the second function control corresponding to the preset gameplay in the second lobby interface, and control the first virtual character to move in the lobby virtual scene and perform game interaction behavior based on the preset gameplay in response to the operation command of the first virtual character.
[0012] Thirdly, this disclosure also provides an electronic device, including:
[0013] Processor; and
[0014] The memory is used to store data processing programs, which, when the electronic device is powered on and run by the processor, execute the method as described in the first aspect.
[0015] Fourthly, embodiments of this disclosure also provide a computer-readable storage medium storing a data processing program that is executed by a processor to perform the method as described in the first aspect.
[0016] Compared with the prior art, this disclosure has the following advantages:
[0017] The game interaction method disclosed herein, in response to a login operation by a first player logging into the game via a first terminal, assigns the first player to a first player set and assigns the first virtual character controlled by the first player to a lobby virtual scene. The lobby virtual scene provides a virtual environment with preset gameplay for players in the first player set. A first lobby interface is displayed via the first terminal, providing multiple first functional controls for entering different gameplay modules or functional systems, and displaying the first virtual character. In response to a first switching operation, the first lobby interface is switched to a second lobby interface, displaying the lobby virtual scene and second functional controls corresponding to the preset gameplay. In response to operation commands to the first virtual character, the first virtual character is controlled to move within the lobby virtual scene and to perform game interaction behaviors based on the preset gameplay.
[0018] As can be seen, after the first player logs in, this disclosure assigns the first virtual character controlled by the first player to a lobby virtual scene providing preset gameplay, and displays the first lobby interface on the first player's first terminal, showing the first virtual character within the lobby interface. Thus, the first player can view the character's appearance in the first lobby interface. Furthermore, a first switching operation can be performed within the first lobby interface. After the first switching operation, the first lobby interface displayed on the first terminal will be switched to a second lobby interface, including the lobby virtual scene and second functional controls corresponding to the preset gameplay. In this way, the style of the game lobby and the appearance of the first virtual character can be displayed in a variety of ways through the first lobby interface, while the first virtual character can be controlled and played through the second lobby interface, making the game lobby less monotonous and boring. Furthermore, when the first player needs to enter different gameplay modules, they can do so through the first functional control in the first lobby interface, ensuring the normal operation of the lobby function. After switching from the first lobby interface to the second lobby interface, only the second functional control corresponding to the preset gameplay is displayed, effectively reducing interference from controls unrelated to the preset gameplay in the second lobby interface. This prevents the first player from being distracted when controlling their virtual character in the virtual lobby scene of the second lobby interface, thus enhancing game immersion and experience. Therefore, the game interaction method provided in this disclosure can enhance the player's game immersion in the game lobby without affecting the controls that need to be displayed. Attached Figure Description
[0019] Figure 1 This is a system architecture diagram of the game interaction method provided in the embodiments of this disclosure;
[0020] Figure 2 This is a flowchart of the interaction method in the game provided in the embodiments of this disclosure;
[0021] Figure 3 This is a schematic diagram of the first lobby interface and the second lobby interface provided in the embodiments of this disclosure;
[0022] Figure 4 This is a schematic diagram of a racing game and result notification in the game interaction method provided in this embodiment of the disclosure;
[0023] Figure 5 This is an example schematic diagram of displaying a result notification in the first lobby interface provided in this embodiment of the disclosure;
[0024] Figure 6 This is a schematic diagram of drawing prizes in the interactive method of a game provided in this embodiment of the disclosure;
[0025] Figure 7This is an example of a schematic diagram showing the result notification via a second terminal, provided in an embodiment of this disclosure;
[0026] Figure 8 This is a schematic diagram illustrating a virtual item configured with special effects in an interactive method within a game provided in this embodiment of the disclosure;
[0027] Figure 9 This is a schematic diagram of the music performance gameplay in the interactive method of the game provided in the embodiments of this disclosure;
[0028] Figure 10 This is a schematic diagram of a virtual character equipping weapons in an interactive method within a game provided in this embodiment of the disclosure;
[0029] Figure 11 This is a schematic diagram illustrating the virtual character's hero switching in the game interaction method provided in this embodiment of the disclosure;
[0030] Figure 12 This is a schematic diagram of the teleportation function in the game interaction method provided in this embodiment of the disclosure;
[0031] Figure 13 This is a schematic diagram of the interactive function controls in the game interaction method provided in this embodiment of the disclosure;
[0032] Figure 14 This is a schematic diagram of team-up operations in the second lobby interface of the game interaction method provided in this embodiment of the disclosure;
[0033] Figure 15 This is a schematic diagram of team-up operations in the first lobby interface of the game interaction method provided in this embodiment of the disclosure;
[0034] Figure 16 This is a schematic diagram of the request page corresponding to the team invitation in the game interaction method provided in this embodiment of the disclosure;
[0035] Figure 17 This is a schematic diagram of virtual characters successfully forming a team in the game interaction method provided in this embodiment of the disclosure;
[0036] Figure 18 This is a schematic diagram illustrating a greeting operation in the game interaction method provided in this embodiment of the disclosure;
[0037] Figure 19 This is a schematic diagram illustrating the display of greeting information in the game interaction method provided in this embodiment of the disclosure;
[0038] Figure 20 This is a schematic diagram of starting a game in the game interaction method provided in this embodiment of the disclosure;
[0039] Figure 21This is a schematic diagram of the game mode selection page in the game interaction method provided in this embodiment of the disclosure;
[0040] Figure 22 This is a structural block diagram of an example of an interactive device in a game provided in this disclosure embodiment;
[0041] Figure 23 This is a structural block diagram of an example of an electronic device provided in an embodiment of this disclosure. Detailed Implementation
[0042] Numerous specific details are set forth in the following description to provide a full understanding of this disclosure. However, this disclosure can be implemented in many other ways than those described herein, and those skilled in the art can make similar extensions without departing from the spirit of this disclosure. Therefore, this disclosure is not limited to the specific implementations disclosed below.
[0043] It should be noted that the terms "first," "second," "third," etc., in the claims, specification, and drawings of this disclosure are used to distinguish similar objects and are not used to describe a specific order or sequence. Such data are interchangeable where appropriate so that the embodiments of this disclosure described herein can be implemented in a sequence other than that illustrated or described herein. Furthermore, the terms "comprising," "having," and their variations are intended to cover non-exclusive inclusion; for example, a process, method, system, product, or apparatus that includes a series of steps or units is not necessarily limited to those steps or units explicitly listed, but may include other steps or units not explicitly listed or inherent to such processes, methods, products, or apparatus.
[0044] Before detailing the embodiments of this disclosure, relevant concepts will be introduced and the prior art will be further explained.
[0045] Introduction to related concepts
[0046] 1. Game software application products: Game software application products refer to applications developed according to game application requirements. The types of games may include, but are not limited to, at least one of the following: two-dimensional (2D) game applications, three-dimensional (3D) game applications, virtual reality (VR) game applications, augmented reality (AR) game applications, and mixed reality (MR) game applications.
[0047] In this embodiment of the disclosure, the game software application product (hereinafter referred to as virtual game) can be any of the following applications: Multiplayer Online Battle Arena Games (Moba), Multiplayer Online Role-Playing Game (MMORPG).
[0048] 2. Virtual Characters: Virtual characters refer to characters that do not exist in reality, including fictional characters in at least one creative work such as TV series, movies, comics, and games. Virtual characters can be player characters controlled by players or non-player characters (NPCs) that are not controlled by players. Among them, non-player characters can guide players in the game and interact with the virtual characters controlled by players.
[0049] In this embodiment of the disclosure, players can use a terminal device to operate a virtual character located in a virtual game scene to perform game behaviors, including but not limited to: adjusting body posture, crawling, walking, running, jumping, driving, picking up, shooting, attacking, throwing, moving, sprinting, and defending at least one of the following.
[0050] 3. Server: A server is a server device that provides computing, storage and other functions for clients. It can be a standalone physical server, a server cluster or distributed system composed of multiple physical servers, or a cloud server that provides basic cloud computing services such as cloud services, cloud databases, cloud computing, cloud functions, cloud storage, network services, cloud communication, middleware services, domain name services, security services, content delivery networks (CDN), and big data and artificial intelligence platforms.
[0051] In this embodiment of the disclosure, the server is a device that provides computing, storage, and other functions for the terminal device in the virtual game.
[0052] 4. Terminal devices: Terminal devices are any devices with computing hardware capable of supporting and executing various applications. Terminal devices include, but are not limited to, desktop computers, laptops, mobile phones, tablets, servers, etc.
[0053] In this embodiment of the disclosure, the terminal device can support and execute any of the following applications: multiplayer online tactical racing games, multiplayer online role-playing games, etc.
[0054] The terminal device may have one or more multi-touch screens for sensing and obtaining input from touch or swipe operations performed by the player at multiple points on one or more touch displays. The terminal may also be connected to a keyboard and / or mouse and / or game controller, enabling the player to operate the interface via a keyboard and / or mouse and / or game controller.
[0055] 5. Network: A network is a data link that connects various workstations or hosts together using physical links. Networks can use standard communication technologies and / or protocols. A network can be the Internet, but it can also be any network, including but not limited to local area networks (LANs), metropolitan area networks (MANs), wide area networks (WANs), mobile networks, wired or wireless networks, private networks, or any combination of virtual private networks. In some embodiments, technologies and / or formats including Hypertext Markup Language (HTML), Extensible Markup Language (XML), etc., are used to represent data exchanged over the network. Furthermore, conventional encryption technologies such as Secure Sockets Layer (SSL), Transport Layer Security (TLS), Virtual Private Network (VPN), and Internet Protocol Security (IPsec) can be used to encrypt all or some of the links.
[0056] In order to enhance the player's immersion in the game without affecting the controls that need to be displayed, the first embodiment of this disclosure provides an interaction method in the game. The method is applied to an electronic device, which may be a desktop computer, a laptop computer, a mobile phone, a tablet computer, a server, a terminal device, etc., or other electronic devices capable of game marking. This embodiment of the disclosure is not specifically limited.
[0057] Before introducing the interaction methods in the game provided in this disclosure, the following will first refer to the appendix. Figure 1 This disclosure introduces the system architecture of the game interaction method provided in the embodiments of this disclosure.
[0058] like Figure 1As shown, the system architecture of the game interaction method provided in this embodiment includes a terminal device 101 and a server 102. The terminal device 101 communicates and interacts with the server 102 via a network 103. The terminal device 101 may include multiple terminals, and the server may include multiple physical machines. When the system architecture includes multiple terminals, multiple servers, and multiple networks, different terminals and different servers can be interconnected through different networks.
[0059] It should be noted that in this disclosure, multiple terminal devices are running the same virtual game. Therefore, data interaction between multiple terminal devices can be achieved through the virtual game's server. Thus, sending data from terminal device 1 to terminal device 2 can be understood as: terminal device 1 sends data to the virtual game's server, and the server sends the data to terminal device 2.
[0060] The following, combined with Figures 2 to 21 This disclosure introduces an interactive method in a game provided by an embodiment.
[0061] like Figure 2 As shown, the interactive method in the game provided by this disclosure provides a graphical user interface through a terminal device, and the method includes the following steps S201 to S203.
[0062] Step S201: In response to the login operation of the first player logging into the game through the first terminal, the first player is assigned to the first player set, and the first virtual character controlled by the first player is assigned to the lobby virtual scene. The lobby virtual scene provides a virtual environment with preset gameplay for the players in the first player set.
[0063] This step is used to display the first virtual character controlled by the first player after the first player logs in, and assign it to the lobby virtual scene that provides preset gameplay.
[0064] Players within the same group are assigned virtual characters to the same lobby virtual scene. This allows players within the same group to control their corresponding virtual characters and play within the same lobby virtual scene, which offers pre-defined gameplay.
[0065] This disclosure provides a virtual lobby scene with preset gameplay in the game lobby. When a player logs in, the virtual character they control is assigned to the virtual lobby scene. Compared with the existing game lobby, which only allows viewing game-related information and entering game matches, the virtual lobby scene with preset gameplay increases the fun of the game lobby, avoids the game lobby being too boring, and enhances the player's immersion in the game lobby.
[0066] Step S202: Display the first lobby interface through the first terminal, wherein the first lobby interface is used to provide multiple first functional controls for entering different gameplay modules or functional systems, and to display the first virtual character.
[0067] In this disclosure, the first lobby interface can display UI elements including virtual character images, primary function controls, and background images. Different gameplay modules can include, for example, drawing prizes, entering game matches, completing daily tasks, and entering the second lobby interface. After the first player logs in, the first virtual character controlled by the first player is assigned to the lobby virtual scene, and the first lobby interface displaying the first virtual character is shown on the first terminal held by the first player.
[0068] It should be noted that after the first player logs in, the first virtual character is assigned to a specific location in the lobby virtual scene. This location can be a pre-set starting position, but the first terminal will still display the first lobby interface. The first player holding the first terminal will see the first virtual character still in the first lobby interface. However, if the display interface of terminal A (a player other than the first player) includes the lobby virtual scene and the starting position of the first virtual character, then terminal A will display the first virtual character in the lobby virtual scene, and the player holding terminal A will see the first virtual character appear in the currently displayed lobby virtual scene.
[0069] In practical applications, the virtual character displayed in the first lobby interface on the first terminal can be only the first virtual character. The first lobby interface can present the first player who controls the first virtual character with the character's outfit, appearance, weapons, equipment, props, etc., presenting players with different styles of art effects.
[0070] Step S203: In response to the first switching operation, switch the first lobby interface to the second lobby interface, display the lobby virtual scene and the second function control corresponding to the preset gameplay in the second lobby interface, and in response to the operation command of the first virtual character, control the first virtual character to move in the lobby virtual scene and control the first virtual character to perform game interaction behavior based on the preset gameplay.
[0071] This step is used to switch the display interface on the first terminal from the first lobby interface to the second lobby interface, which includes the lobby virtual scene assigned to the first virtual character.
[0072] Since the virtual lobby scene provides preset gameplay, the second lobby interface is used to provide the first player with an interface to control the first virtual character to move in the virtual lobby scene and perform game interaction behaviors based on the preset gameplay.
[0073] In this disclosure, the first lobby interface and the second lobby interface are two different interfaces for the game lobby. The first lobby interface is mainly used to provide gameplay modules or functional systems, as well as to display the game lobby (such as displaying virtual characters, background images, character outfits, character actions, etc.). The second lobby interface is mainly used to allow players to play in the virtual scene of the lobby. It should be noted that when switching between the first lobby interface and the second lobby interface, the first virtual character is always in the game lobby.
[0074] The first player can perform the first switching operation in the first lobby interface. The first switching operation can be triggered by voice, or by a specific gesture, or by the corresponding controls or shortcut keys displayed on the graphical user interface of the terminal device. This disclosure does not limit the switching operation in this way.
[0075] The second functional controls displayed on the second lobby interface, corresponding to the preset gameplay, are used for operations within the lobby's virtual scene. These controls can serve as prompts for players on how to operate within the virtual scene, or they can be used for actual operations within the virtual scene. Thus, players can perform corresponding operations within the virtual lobby scene using the second functional controls included in the second lobby interface.
[0076] After the player performs the first switching operation, the graphical user interface of the first terminal will switch from the original first lobby interface to the second lobby interface. Since the second lobby interface includes a virtual lobby scene, it is more realistic and can bring players a stronger sense of game immersion.
[0077] Furthermore, players can control their first virtual character to move around in the second lobby interface, go to various locations in the lobby's virtual scene, and perform game interaction behaviors based on preset gameplay. This allows players to interact within the game lobby, making it less boring and increasing the fun of the game.
[0078] In this disclosure, the character information of the first virtual character displayed in both the first and second lobby interfaces, including their attire, appearance, weapons, equipment, and items, can be identical. The first virtual character is presented to the first player in the first lobby interface. In the second lobby interface, the first player can control this same virtual character, whose character information is identical to that of the first virtual character displayed in the first lobby interface, within the lobby's virtual scene. This allows for seamless transition between the first and second lobby interfaces through the first virtual character, preventing a sense of disconnect for the player.
[0079] Furthermore, since the second lobby interface only retains controls used for operations within the lobby's virtual scene and removes controls unrelated to these operations, players can focus on operations relevant to the lobby's virtual scene without being distracted by controls unrelated to these operations.
[0080] The following is passed Figure 3 The first lobby interface and the second lobby interface provided in the embodiments of this disclosure will be described as follows:
[0081] like Figure 3 The diagram shown is a schematic representation of the first lobby interface and the second lobby interface provided in this embodiment of the present disclosure, including interface (3-a), interface (3-b), and interface (3-c). Figure 3 Each interface in the document is a graphical user interface for the first terminal.
[0082] As shown in interface (3-a), this is the login interface for virtual game 1. The first player can enter their login account through the account input control and their login password through the password input control. After that, they can click the login control to log in to virtual game 1.
[0083] After the first player logs in, the graphical user interface of the first terminal will display the screen shown in interface (3-b). Interface (3-b) is the first lobby interface, which includes the first virtual character and the first functional controls. The first functional controls include: a first-encounter gift pack control for distributing virtual gifts, a tournament control for introducing the tournament information corresponding to virtual game 1, a version upgrade control for version upgrades, an activity center control for introducing the activities corresponding to virtual game 1, an interface switching control for going to the lobby virtual scene, a start game control for starting a game match, a homepage control for entering the game homepage, a hero control for viewing the preset heroes in virtual game 1, a weapon control for viewing the preset weapons in virtual game 1, a leaderboard control for viewing the game leaderboard, a shop control for entering the virtual shop, a daily task control for viewing daily tasks, treasure chest 1 and treasure chest 2 controls for drawing prizes in virtual game 1, a chat control for chatting in the first lobby interface, a control for sending team invitations to virtual characters in the game lobby, and a first virtual character control for displaying the information of the first virtual character in the current first lobby interface, etc. In this way, the first player can click on the first function control in the first lobby interface to access the corresponding lobby functions.
[0084] The interface switching control for accessing the lobby virtual scene and the chat control for chatting in the game lobby display shortcut keys for corresponding operations. The first player can perform corresponding operations using the shortcut keys. For example, the Tab key can be used to switch the current first lobby interface to the second lobby interface, which includes the lobby virtual scene, and the Enter key can be used to initiate a chat in the first lobby interface.
[0085] When the first player presses the Tab key in interface (3-b), the graphical user interface of the first terminal will display a screen as shown in interface (3-c). Interface (3-c) is the second lobby interface, and the first virtual character is in the lobby virtual scene displayed in the second lobby interface. The second lobby interface displays the lobby virtual scene and second function controls. The second function controls include: a Tab control for indicating that the current second lobby interface can be switched to the first lobby interface by pressing the Tab key; a K control for indicating that the virtual character can be viewed by pressing the K key; a Y control for indicating that the virtual character can chat in the second lobby interface by pressing the Y key; a J control for indicating that the game mode can be selected by pressing the J key; a control for starting the game; a control for indicating that the virtual character can enter the photo mode by pressing the F6 key in the second lobby interface; a control for indicating that the virtual character can be viewed by pressing the M key in the second lobby interface; a control for indicating that the virtual character can be sprinted by pressing and holding the Shift key in the second lobby interface; and a first virtual character control for displaying the information of the first virtual character in the current second lobby interface. In this way, the first player can control the first virtual character to perform corresponding operations in the lobby virtual scene in the second lobby interface by using the second function controls.
[0086] The game interaction method disclosed herein, in response to a login operation by a first player logging into the game via a first terminal, assigns the first player to a first player set and assigns the first virtual character controlled by the first player to a lobby virtual scene. The lobby virtual scene provides a virtual environment with preset gameplay for players in the first player set. A first lobby interface is displayed via the first terminal, providing multiple first functional controls for entering different gameplay modules or functional systems, and displaying the first virtual character. In response to a first switching operation, the first lobby interface is switched to a second lobby interface, displaying the lobby virtual scene and second functional controls corresponding to the preset gameplay. In response to operation commands to the first virtual character, the first virtual character is controlled to move within the lobby virtual scene and to perform game interaction behaviors based on the preset gameplay.
[0087] As can be seen, after the first player logs in, this disclosure assigns the first virtual character controlled by the first player to a lobby virtual scene providing preset gameplay, and displays the first lobby interface on the first player's first terminal, showing the first virtual character within the lobby interface. Thus, the first player can view the character's appearance in the first lobby interface. Furthermore, a first switching operation can be performed within the first lobby interface. After the first switching operation, the first lobby interface displayed on the first terminal will be switched to a second lobby interface, including the lobby virtual scene and second functional controls corresponding to the preset gameplay. In this way, the style of the game lobby and the appearance of the first virtual character can be displayed in a variety of ways through the first lobby interface, while playing the game through the second lobby interface makes the game lobby less monotonous and boring. Furthermore, when the first player needs to enter different gameplay modules, they can do so through the first functional control in the first lobby interface, ensuring the normal operation of the lobby function. After switching from the first lobby interface to the second lobby interface, only the second functional control corresponding to the preset gameplay is displayed, effectively reducing interference from controls unrelated to the preset gameplay in the second lobby interface. This prevents the first player from being distracted when controlling their virtual character in the virtual lobby scene of the second lobby interface, thus enhancing game immersion and experience. Therefore, the game interaction method provided in this disclosure can enhance the player's game immersion in the game lobby without affecting the controls that need to be displayed.
[0088] Furthermore, the first player can switch between the first lobby interface, which displays the first virtual character, and the second lobby interface, which includes the lobby virtual scene and the first virtual character located in the lobby virtual scene, after logging in. In this way, from the player's perspective, the first virtual character displayed in the first lobby interface is displayed in a more realistic lobby virtual scene. This not only enhances the player's sense of immersion in the game, but also avoids the sense of disconnect caused by the completely different information contained in the first and second lobby interfaces.
[0089] Compared to game lobby solutions that only have a first lobby interface and no second lobby interface, the game interaction method provided in this embodiment can provide a virtual lobby scene for player interaction through a second lobby interface, allowing players to play in it and interact with other players, thus improving the player's interactive experience in the game lobby.
[0090] Compared to a game lobby solution that only has a second lobby interface, and where both the first and second functional controls are placed within the second lobby interface, the interactive method in the game provided in this embodiment can place the first functional control, which is mainly used for displaying and entering other gameplay modes, in the first lobby interface, and place the second functional control, which is mainly used for playing in the lobby's virtual scene, in the second lobby interface. This allows players to focus on their operations and interactions within the lobby's virtual scene without being easily distracted by the first functional control, resulting in a stronger sense of immersion and providing players with an immersive interactive experience in the game lobby.
[0091] Optionally, the first functional control includes at least one of the following: gift pack control, game activity control, game task control, game match control, game tournament control, control for introducing the skills of various types of characters in the virtual game, control for introducing the uses of various props in the virtual game, control for posting messages in the game lobby, control for sending virtual gifts to friends, etc.
[0092] Players can access different gameplay modules or functional systems through the first function control displayed on the first lobby interface.
[0093] Optionally, the first functional control and the second functional control include: operation controls for controlling the first virtual character's game interaction behavior in the lobby virtual scene, and / or, social controls.
[0094] The operation controls may include, but are not limited to, those mentioned above. Figure 3 The interface (3-c) shows controls for indicating whether to enter photo mode by pressing F6 in the second lobby interface, controls for indicating whether to view the map by pressing M in the second lobby interface, and controls for indicating whether to control the virtual character to sprint by holding down the Shift key in the second lobby interface; social controls may include, but are not limited to, those shown below. Figure 3 The interface (3-c) shows a Tab control for indicating how to switch the current second lobby interface to the first lobby interface by pressing the Tab key, a K control for indicating how to view the virtual character by pressing the K key, and a Y control for indicating how to chat in the second lobby interface by pressing the Y key.
[0095] In one alternative implementation, the same operation performed in the first lobby interface and the second lobby interface may have different effects on the lobby virtual scene. The game interaction method provided in this disclosure embodiment may further include the following steps:
[0096] In response to movement actions performed within the first lobby interface, the controls display the first virtual character from different perspectives;
[0097] In response to movement operations performed in the second lobby interface, control the first virtual character to move within the lobby virtual scene. During this step, the same operation performed in different lobby interfaces will elicit different responses from the lobby virtual scene.
[0098] When moving within the first lobby interface, the first virtual character will be displayed from different perspectives; when moving within the second lobby interface, the first virtual character will move within the virtual lobby scene. Movement can be initiated using keyboard shortcuts, such as the up, down, left, and right arrow keys, or via touch.
[0099] Understandably, virtual games incorporate virtual cameras. A virtual camera is a camera embedded in the software of an electronic device; it's a tool for representing a viewpoint in a three-dimensional virtual environment. During gameplay, the game footage is captured by this virtual camera. Therefore, when moving within the initial lobby interface, moving the virtual camera provides different game perspectives. In the initial lobby interface, the virtual camera's orientation is set to point at the first virtual character. As the virtual camera moves, its orientation always revolves around the first virtual character, allowing for different perspectives of the character—overall, partial, frontal, and side views—thus fully showcasing the character's appearance to the player.
[0100] Specifically, the movement of the virtual camera can include: zooming in or out of the virtual camera's lens, or changing the virtual camera's shooting orientation. Therefore, the movement operation includes a first movement operation and a second movement operation;
[0101] The step "Responding to movement operations performed in the first lobby interface, displaying the first virtual character from different perspectives" can be implemented through the following steps:
[0102] In response to the first movement operation, control the virtual camera to move closer to or further away from the first virtual character; and / or
[0103] In response to the second movement operation, control the virtual camera to move around the first virtual character.
[0104] The first and second movement operations are triggered by different controls or shortcut keys. For example, the up button zooms in on the virtual camera, the down button zooms out, the left button moves the camera counter-clockwise around the first virtual character, and the right button moves the camera clockwise around the first virtual character. As the virtual camera moves, the first virtual character and the background image of the first lobby interface can be presented from different perspectives.
[0105] In practical applications, movement can also be triggered via a game controller and / or a virtual joystick and / or the A, W, S, and D buttons, but this disclosure is not limited to this.
[0106] In practical applications, the interface displayed in a virtual game is first loaded with the interface to be displayed, and then the corresponding interface is displayed based on the loaded interface. Before "assigning the first virtual character controlled by the first player to the lobby virtual scene" in step S201, the interaction method in the game provided in this embodiment may further include the following step: loading the lobby virtual scene.
[0107] Accordingly, the step S203 of "switching the first lobby interface to the second lobby interface" can be achieved through the following steps:
[0108] Based on the loaded virtual lobby scene, switch the first lobby interface to the second lobby interface.
[0109] In existing virtual games, when switching interfaces, the interface to be switched needs to be loaded first. After loading is complete, the corresponding interface to be switched is displayed based on the already loaded interface.
[0110] In this disclosure, the lobby virtual scene is loaded before the first virtual character controlled by the first player is assigned to the lobby virtual scene. When switching from the first lobby interface to the second lobby interface, the second lobby interface containing the lobby virtual scene is displayed directly based on the loaded lobby virtual scene, without having to load the lobby virtual scene again when switching interfaces. In this way, the first player can quickly switch interfaces on the first terminal.
[0111] In practical applications, the results of virtual characters' actions in the game lobby can be broadcast globally, so that players of virtual characters in the same virtual scene can see the corresponding results.
[0112] Therefore, in an optional implementation, when the virtual scene of the lobby where the first virtual character is located includes a second virtual character controlled by a second terminal, the game interaction method provided in this disclosure embodiment may further include the following steps:
[0113] In response to a first operation performed on the first lobby interface or the second lobby interface of the first terminal, determine the operation result data of the first operation;
[0114] Based on the operation result data of the first operation, a result notification indicating the operation result of the first operation is displayed on the second terminal.
[0115] This step is used to display the result notification on the second terminal corresponding to the operation result performed on the first terminal.
[0116] In practical applications, the first operation performed on the first terminal can be performed in either the first lobby interface or the second lobby interface. For example, an operation performed in the first lobby interface could be drawing a prize or opening a blind box. Similarly, an operation performed in the second lobby interface could be obtaining rare items within the virtual lobby scene or ranking in a virtual mini-game within the virtual lobby scene.
[0117] When performing the first operation on the first lobby interface or the second lobby interface of the first terminal, the operation result data corresponding to the first operation can be determined at the end of the first operation. The first operation result data is then sent to the second terminal through the first terminal. In this way, the second terminal can generate a corresponding result notification based on the received first operation result data. The generated result notification is used to indicate the operation result of the first operation.
[0118] It should be noted that the result notification displayed on the second terminal can be shown in either the first lobby interface or the second lobby interface, or it will be displayed in the current display interface of the second terminal. When the current display interface of the second terminal is the first lobby interface, the result notification will be displayed in the first lobby interface displayed on the second terminal; when the current display interface of the second terminal is the second lobby interface, the result notification will be displayed in the second lobby interface displayed on the second terminal.
[0119] This technology allows the results of a first operation performed on the first terminal in the first lobby interface or the second lobby interface to be displayed on the terminal corresponding to the virtual character in the same lobby virtual scene as the first virtual character controlled by the first terminal. This enables players who have logged into the same virtual game through their terminal devices to see the corresponding operation results on the first terminal on their own terminals.
[0120] To enhance the playability of virtual games, the interactive method provided in this disclosure includes multiple gameplay modes within the lobby virtual scene. Therefore, in one optional implementation, the lobby virtual scene includes a racing gameplay area, and the step of "determining the operation result data of the first operation in response to a first operation performed on a first lobby interface or a second lobby interface of a first terminal" can be implemented according to the following steps:
[0121] In response to the first operation of controlling the first virtual character to perform a race in the racing gameplay area in the second lobby interface of the first terminal, the racing result data of the first operation is determined.
[0122] Accordingly, the step "displaying a result notification indicating the result of the first operation via a second terminal based on the operation result data of the first operation" can be implemented according to the following steps:
[0123] Based on the racing result data of the first operation, a result notification indicating the racing result of the first operation is displayed on the second terminal.
[0124] It should be noted that the racing game in this disclosure is a mini-game set up in the lobby virtual scene, and is not a game match in a virtual game. Game matches in a virtual game may include, but are not limited to, at least one of the following: matchmaking game, real game, ranked game, human-computer battle, training game, etc.
[0125] In a specific implementation, a racing game area is set up in the virtual lobby scene. Players can control a first virtual character to participate in corresponding racing games in this area. After the racing game ends, the racing result data of the first virtual character's first action in the racing game area can be determined. The racing result data is sent from the first terminal to a second terminal. The second terminal can then generate a racing result notification based on the received racing result data and display the generated result notification on the second terminal's display interface.
[0126] In one alternative implementation, when a player controls a first virtual character to reach a racing game area, the corresponding racing game can be triggered, causing the first virtual character to join the racing game. The racing game may include, but is not limited to, at least one of the following: parkour, running, and swimming. The racing game area in the lobby virtual scene may include, but is not limited to, at least one of the following: a parkour area, a track, and a swimming pool.
[0127] In practical applications, after the first virtual character completes the racing game, racing result data can be obtained, which can be the first virtual character's game score. It should be noted that the game score can take different forms. For example, for a parkour game, the game score can be the time taken to complete all parkour areas, or it can be the final score calculated based on the time taken. In a specific implementation, the game scores of virtual characters participating in the same racing game and the same game session can also be ranked to obtain the first virtual character's ranking data in that racing game and that session, and this ranking data can be used as the first virtual character's racing result data. This disclosure does not specifically limit the racing result data.
[0128] It should be noted that, in this disclosure, a public screen for global broadcasting can also be set up in the first lobby interface and the second lobby interface of the game lobby. The racing result data of the first virtual character in the racing game is broadcast on the public screen, so that the terminal devices held by the players operating each virtual character in the game lobby can display the result notification indicating the racing result of the first virtual character.
[0129] The following is passed Figure 4 , Figure 5 This disclosure describes the racing game and result notification methods in the game interaction methods provided in the embodiments of this disclosure.
[0130] like Figure 4 The diagram shown illustrates a racing game and result notification within the game interaction method provided in this embodiment of the present disclosure, including interfaces (4-a), (4-b), and (4-c). Interfaces (4-a), (4-b), and (4-c) constitute the second lobby interface.
[0131] In interface (4-a), the player controls the first virtual character to enter the parkour area. This interface displays UI elements such as a "Start Parkour" control to allow the first virtual character to begin parkour, a "Parkour Time" control to record parkour time, a public chat for global announcements, and the parkour area itself. The public chat displays a notification stating, "Virtual character x achieved a good score of 12 seconds in the parkour game." The player can click the "Start Parkour" control to allow the first virtual character to begin parkour.
[0132] Next, as shown in interface (4-b), the player can control the virtual character to perform parkour in the parkour area within the lobby virtual scene. The first virtual character's parkour time is 9 seconds. It should be noted that in the racing game, players can also use racing items to assist the virtual character. For example, in the parkour game, a zipline can be used. When using a zipline, the parkour time will be increased by a certain amount, and the increased time can be displayed on the interface as an animation effect.
[0133] After the first virtual character finishes their parkour run, as shown in interface (4-c), the final parkour time of 17 seconds can be displayed on the screen. Furthermore, interfaces (4-b) and (4-c) both include a public screen displaying the result notification. Thus, the result notification of the first action in the racing gameplay area is displayed in the second lobby interface on the second terminal.
[0134] like Figure 5 The diagram shown is an example of displaying a result notification in the first lobby interface according to an embodiment of this disclosure. Figure 5In addition to the first functional control and the first virtual character in the first lobby interface, it also includes a public screen that displays result notifications.
[0135] In an optional implementation, to enhance the gaming experience in the game lobby, a lottery activity is also included. Therefore, the first functional control in the first lobby interface may further include a lottery control for drawing virtual items. The step "in response to a first operation performed in the first lobby interface or the second lobby interface of the first terminal, determine the operation result data of the first operation" can also be implemented through the following steps:
[0136] In response to the first operation triggered by the extraction control in the first hall interface of the first terminal, the extraction result data of the first operation is determined.
[0137] Accordingly, the step "displaying a result notification indicating the result of the first operation via a second terminal based on the operation result data of the first operation" can also be achieved through the following steps:
[0138] When a preset first virtual item is extracted through the first operation, a result notification indicating the extraction result of the first operation is displayed on the second terminal based on the extraction result data of the first operation.
[0139] Specifically, the first functional controls included in the first lobby interface of the game lobby may include a lottery control. Players controlling the first virtual character can click this control in the first lobby interface to participate in the lottery, or click the control to enter the lottery interface and select a lottery mode, such as one lottery draw, two consecutive lottery draws, or three consecutive lottery draws. After the lottery is completed, the results can be displayed to the player controlling the first virtual character. Pre-set virtual items for the lottery may include, but are not limited to, at least one of the following: game items, game skins, game coins, and game heroes.
[0140] In this embodiment of the disclosure, after obtaining the lottery result of the first virtual character, the corresponding drawing result data can be determined, and the drawing result data can be broadcast and displayed on the second terminal, so that players whose virtual characters are in the same game lobby as the first virtual character can see the lottery result of the first virtual character.
[0141] It should be noted that regardless of whether the second terminal is currently displaying the first lobby interface or the second lobby interface, the lottery result of the first virtual character will be displayed on the second terminal's display interface after the first virtual character completes the lottery.
[0142] The following is passed Figure 6 and Figure 7This disclosure describes the method for drawing prizes and displaying result data in the game interaction method provided in the embodiments of this disclosure.
[0143] like Figure 6 The diagram shown is a schematic of drawing prizes in the interactive method of the game provided in this embodiment of the present disclosure, including interface (6-a), interface (6-b) and interface (6-c), where interface (6-a), interface (6-b) and interface (6-c) are the first lobby interface.
[0144] As shown in interface (6-a), there are two treasure chests, Treasure Chest 1 and Treasure Chest 2, for drawing virtual items. Treasure Chest 1 and Treasure Chest 2 can be used to draw different types of virtual items. Players can click on Treasure Chest 2 to draw from the preset virtual items inside.
[0145] Next, as shown in interface (6-b), the lottery interface for Treasure Chest 2 is displayed. This lottery program includes controls for drawing once and controls for drawing n times consecutively. Players can click on either control to participate in the lottery.
[0146] Then, as shown in the interface (6-c), the lottery results of the first virtual character are displayed, and the first virtual character has won prize x.
[0147] In this way, the player controlling the first virtual character completed the lottery draw in the first lobby interface.
[0148] like Figure 7 The diagram shown is an example of displaying result notifications via a second terminal according to an embodiment of this disclosure. Figure 7 The system includes interfaces (7-a) and (7-b), where interface (7-a) is the interface for the second lobby and interface (7-b) is the interface for the first lobby. Interface (7-a) displays the result data of the first virtual character winning prize x, and interface (7-b) also displays the result data of the first virtual character winning prize x.
[0149] Understandably, when the prize drawn by the first virtual character is a high-value, rare prize, or a prize that other players want, showing the first virtual character's lottery result to other players can attract them to participate in the lottery as well, making the interactive methods in the game provided in this disclosure more interactive.
[0150] In an optional implementation, if the prize corresponding to the lottery result is equipped with special effects, the special effects can also be displayed on the terminal devices held by other players. Therefore, the interactive method in the game provided in this disclosure embodiment may further include the following steps:
[0151] In response to a first operation triggered by the extraction control in the first lobby interface of the first terminal, when the extracted first virtual item is configured with special effects and the current graphical user interface of the second terminal includes the first virtual character, the special effects of the first virtual item are played on the first virtual character through the second terminal.
[0152] When the first virtual item drawn by the first virtual character is configured with display effects, the effects of the first virtual item can be played on the first virtual character through the second terminal, provided that the first virtual character is included in the current graphical user interface of the second terminal.
[0153] In practical applications, when the first virtual character's lottery result has special effects, the first virtual item and the corresponding special effects can be superimposed on or displayed around the first virtual character, so that the first virtual character can immediately display the prize with special effects that it has won.
[0154] Furthermore, when the graphical user interface of the second terminal includes the first virtual character, the virtual character controlled in the second terminal is also located near the first virtual character. This allows the second terminal to also play and display special effects for the first virtual item on the first virtual character. In this way, the player holding the second terminal can also see the display effects of the prizes drawn by the first virtual character, which enhances the player's positive impression of the virtual game and increases the satisfaction of players participating in the lottery, further improving the overall gaming experience.
[0155] When the first virtual character wins a high-value, rare prize, or a prize that other players want, showing the first virtual character's lottery result to other players can attract them to participate in the lottery as well, thus enhancing the significance of the interaction.
[0156] like Figure 8 The diagram shown is a schematic of a virtual item with special effects displayed in an interactive method in a game provided by an embodiment of this disclosure. Figure 8 This is the second lobby interface, a graphical user interface for controlling the terminal of the second virtual character. This interface includes the second virtual character, the first virtual character, and a public screen displaying the first virtual character's draw results. When the first virtual character draws a prize x with special effects, the special effects for prize x will be played for the first virtual character in the graphical user interface of the terminal controlling the second virtual character.
[0157] In one alternative implementation, the result notification displayed on the second terminal for instructing the first virtual character to perform the first operation may further include a first operation control, which is used to perform an operation on the first virtual character in response to a trigger operation on the target second terminal.
[0158] When the second terminal displays a result notification instructing the first virtual character to perform the first operation, it can also simultaneously display a first operation control. The player holding the second terminal can trigger an operation on the first virtual character using the first operation control. For example, when the result notification for the first virtual character is its parkour score, the player holding the second terminal can use the first operation control to view the first virtual character's parkour performance in the parkour game through a replay animation.
[0159] Specifically, the first operation control may include one or more controls. The first operation control can be used to interact with the first virtual character, and different controls within the first operation control can be used to implement different operation functions. The following describes the controls that may be included in the first operation control:
[0160] 1. The first operation control includes a first team control, which is used to control the target second virtual character controlled by the target second terminal to team up with the first virtual character in response to the trigger operation of the target second terminal.
[0161] Understandably, since the second terminal displays the result notification corresponding to the operation result data of the first virtual character's first operation, for example, when the first virtual character participates in a racing game, the game result of the first virtual character's participation in the racing game is broadcast to the second terminal; when the first virtual character draws a virtual item, the lottery result of the first virtual character drawing that virtual item is broadcast to the second terminal. Based on this, the player holding the second terminal can initiate a team request to the first virtual character through the first team control according to the displayed result notification, so as to team up with the first virtual character to play a game.
[0162] It should be noted that the first operation control may also include a first add friend control, and the player holding the second terminal can initiate a friend request to the first virtual character through the first add friend control according to the displayed result notification.
[0163] For example, the terminal device held by player 1 displays the game score of virtual character a in a basketball game and the first team control. Player 1 can invite virtual character a to team up with him through the first team control.
[0164] 2. When the first operation is used to control the first virtual character to race in the racing gameplay area of the lobby virtual scene, the first operation control includes a duel control. The duel control is used to control the target second virtual character controlled by the target second terminal to duel with the first virtual character in the racing gameplay area in response to the trigger operation of the target second terminal.
[0165] When the first virtual character's first action is to race in the racing gameplay area of the lobby virtual scene, when the result notification corresponding to the first virtual character's racing result data is displayed on the second terminal, a duel control for dueling with the first virtual character can also be displayed.
[0166] In this way, players with a second terminal can enter the corresponding racing gameplay area through the duel control and duel with the first virtual character in the racing game.
[0167] 3. When the first operation is used to extract virtual items and the extracted first virtual items are configured with special effects, the first operation control includes a playback control. The playback control is used to play back the special effects of the first virtual items played for the first virtual character in response to the trigger operation on the target second terminal.
[0168] Understandably, since virtual characters can move within the virtual lobby scene, when a virtual character moves to a position far from the location of the first virtual character, the graphical user interface of the target second terminal controlling that virtual character may not include the first virtual character. When the first virtual character draws a virtual item with special effects, the target second terminal will only display the result notification corresponding to the lottery result data.
[0169] In this scenario, to allow players to view the first virtual item with special effects drawn by the first virtual character, a replay control can be set up. Players can use the replay control on the target second terminal to play the special effects of the first virtual item for the first virtual character, so that players holding the target second terminal can also see the first virtual character displaying the first virtual item with special effects drawn.
[0170] In practical applications, after the playback control corresponding to the result notification of the first virtual character is triggered on the second terminal controlling the second virtual character, a request for playback effect can be sent to the terminal controlling the first virtual character. When the terminal controlling the first virtual character agrees to the request for playback effect, the effect of the first virtual item played for the first virtual character is played back on the second terminal.
[0171] When the second terminal displays a result notification instructing the first virtual character to perform the first operation, a second operation control can also be displayed simultaneously. The player holding the second terminal can trigger an operation on the first virtual character using the second operation control. For example, when the result notification for the first virtual character is a virtual item drawn by the first virtual character, the player holding the second terminal can use the second operation control to jump to the purchase page for that virtual item.
[0172] Specifically, the second operation control may include one or more controls. The following describes the controls that may be included in the first operation control:
[0173] When the first operation is used to control the first virtual character to race, the second operation control includes a challenge control, which is used to control the target second virtual character controlled by the target second terminal to race in the racing gameplay area in response to the trigger operation of the target second terminal.
[0174] When the first virtual character's first action is to race in the racing gameplay area of the lobby virtual scene, when the result notification corresponding to the first virtual character's racing result data is displayed on the second terminal, a challenge control for challenging the first virtual character can also be displayed.
[0175] In this way, players with a second terminal can control their virtual character to compete in the racing game of the first virtual character in the racing game area through the challenge control. After the player triggers the challenge control, the virtual character controlled by the player can be sent to the corresponding racing game area of the first virtual character's result notification. In this way, the player can control the virtual character to challenge the racing result of the first virtual character.
[0176] In the case where the first operation is used to extract virtual items, the second operation control includes an acquisition control, which is used to display an acquisition interface for the virtual items extracted through the first operation in response to the triggering operation on the target second terminal.
[0177] In this way, when the notification of the result of the first virtual character drawing a virtual item is displayed on the target second terminal, the player holding the target second terminal can trigger an operation on the acquisition control. Thus, the graphical user interface of the target second terminal can display an acquisition interface for virtual items. For example, the acquisition interface can be at least one of the following interfaces: a purchase interface for virtual items, a crafting interface for virtual items, a crafting interface for virtual items, or a sending request interface for virtual items to a friend's virtual character.
[0178] It should be noted that the lobby virtual scene also offers a variety of mini-games with different gameplay, allowing the player's primary virtual character to interact with virtual characters controlled by other players in the lobby virtual scene, thereby increasing the game's playability.
[0179] Mini-games within the lobby virtual scene can have trigger objects, which can be virtual items or areas within the lobby virtual scene, such as virtual stones, virtual plants, or virtual ground. This allows players to engage in games within the lobby virtual scene by interacting with these trigger objects, even before entering a specific game session, thus enhancing the enjoyment of the virtual game.
[0180] Furthermore, in this embodiment of the disclosure, some mini-games can accommodate multiple players at the same time. Therefore, multiple virtual characters in a lobby virtual scene may be in a mini-game at the same time, so that multiple virtual characters can interact based on the same mini-game.
[0181] Compared to existing technologies where player interaction mostly occurs during intense game matches, the in-game interaction method disclosed herein provides multiple mini-games for player interaction in a virtual lobby scene outside of game matches. This fully leverages the social value of virtual games beyond game matches, providing players with a relaxed and casual platform to showcase themselves and promote interaction and communication between players.
[0182] Specifically, the mini-games in the virtual lobby scene may include, but are not limited to, at least one of the following: swimming, boxing, playing basketball, playing football, quizzes, musical performances, parkour, and treasure hunting.
[0183] In the Treasure Ball game, virtual characters can transform into a sphere, simulating the movement of a spherical object. The spherical virtual characters can also interact with other virtual characters or other spherical virtual characters, thus enabling full social functionality in the virtual lobby scene.
[0184] In a specific implementation, when the target game is a knowledge quiz, the triggering object can be the knowledge quiz area in the game lobby. The knowledge quiz area can be, for example, a room. The categories of knowledge quizzes can include, but are not limited to, at least one of the following categories: history, geography, idiom chain, etc. When the target game is a musical performance, the triggering object can be an instrument or a karaoke room in the game lobby.
[0185] Table 1 is an example of multiple mini-games and their corresponding triggering objects in the virtual lobby scene provided in this embodiment of the present disclosure.
[0186] Table 1.
[0187] swim swimming pool boxing Boxing ring Playing basketball basketball court play soccer football field Knowledge Q&A Room Music performance Musical Instruments / Karaoke Room Parkour Parkour area
[0188] like Figure 9 The diagram shown is a schematic representation of the music performance gameplay in the interactive method of the game provided in this embodiment of the disclosure. Figure 9The system includes interfaces (9-a) and (9-b), which together form the second lobby interface. Interface (9-a) displays a virtual lobby scene featuring musical instruments for performance. When a player controls a virtual character to enter the performance area, the second lobby interface will display performance controls as shown in interface (9-a). Players can also trigger the performance mechanism using the shortcut key E. After triggering the performance controls, interface (9-b) will be displayed on the terminal. Interface (9-b) shows controls for performing specific performance operations on the displayed instruments, such as playing high, and / or mid, and / or low notes, as shown in interface (9-b). Performance operations can also be triggered using shortcut keys.
[0189] It should be noted that when the second terminal controlling the second virtual character displays the first virtual character performing music, the second terminal will also play the sound of the first virtual character performing music, and the player holding the second terminal can hear the sound of the first virtual character performing music through the second terminal.
[0190] Understandably, when the terminal device controlling virtual character a displays a first virtual character playing a mini-game, the player controlling virtual character a can also control virtual character a to trigger an operation on the target mini-game that the first virtual character is playing, causing the second virtual character to also play the target mini-game.
[0191] In practical applications, since the second lobby interface includes controls for initiating chat, the virtual characters in the virtual lobby scene displayed in the second lobby interface may also emit sounds when playing mini-games. When the first terminal displays the first lobby interface, sound can also be played through the first terminal, allowing the player holding the first terminal to hear the sounds from the virtual lobby scene in the second lobby interface.
[0192] Therefore, the game interaction method provided in this disclosure embodiment may further include the following steps:
[0193] When the first hall interface is displayed through the first terminal, when a virtual object with a voice within a preset range near the first virtual character in the hall virtual scene makes a sound, the sound is played through the first terminal.
[0194] In this way, the first lobby interface and the second lobby interface can be linked by playing the same sound. When the first terminal displays the first lobby interface, the player can also hear the corresponding sound in the second lobby interface through the first terminal displaying the first lobby interface.
[0195] Specifically, the virtual objects that make sounds include one or more of the following: a second virtual character controlled by a second terminal in the lobby virtual scene, a virtual item that makes sounds in the lobby virtual scene, and a non-player virtual character in the lobby virtual scene.
[0196] Virtual objects that can make sounds can include virtual characters, virtual items, and non-player virtual characters in the game. Virtual characters can make sounds in the lobby game scene, such as the "tap-tap" sound of a virtual character running. Virtual items can be musical instruments in the lobby game scene. Non-player virtual characters can interact with player-controlled virtual characters in the lobby virtual scene, for example, guiding the player-controlled virtual character to perform game actions in the lobby virtual scene.
[0197] In this disclosure, weapons can be equipped or virtual characters can be changed in the first lobby interface. In this case, the first virtual character in the lobby virtual scene will also be equipped with the same weapons or the corresponding virtual character will be changed, so that the first virtual character in the lobby virtual scene displayed in the second lobby interface is consistent with the first virtual character displayed in the first lobby interface.
[0198] Therefore, when the first virtual character is equipped with a weapon in the first lobby interface, the first virtual character is also equipped with a weapon in the second lobby interface displayed in response to the switching operation of the lobby virtual scene.
[0199] In practical applications, players can change the character, and / or dress up, and / or equip items on the first virtual character displayed in the first lobby interface. In this way, the first virtual character in the lobby virtual scene will also become the changed character, with the same dress up and item equipment.
[0200] Specifically, the first functional control in the first lobby interface may include: a character changing control for changing the first virtual character, and an item selection control for equipping the first virtual character with items. The game interaction method provided in this embodiment may further include the following steps:
[0201] In response to the triggered operation of the character selection control in the first lobby interface, the first virtual character is changed to obtain the first virtual character after the character change.
[0202] In response to the triggered operation of the item selection control in the first lobby interface, the first virtual character is equipped with items to obtain the first virtual character after the items are equipped.
[0203] Correspondingly, when the graphical user interface of the first terminal switches from the first lobby interface to the second lobby interface, the first virtual character displayed in the second lobby interface has the same character and the same equipment as the first lobby interface.
[0204] The following is passed Figure 10 and Figure 11 This disclosure describes the virtual character's weapon equipping and hero switching in the game interaction method provided in the embodiments of this disclosure.
[0205] like Figure 10 The diagram illustrates the virtual character's weapon equipping in an interactive method within a game according to an embodiment of this disclosure. It includes interfaces (10-a) and (10-b), which together form a first lobby interface. In interface (10-a), the player can click on a weapon control displayed on the first lobby interface. Subsequently, the first terminal will display an interface similar to interface (10-b). Interface (10-b) displays a tab for selecting weapons displayed in the lobby, showing multiple weapons, such as weapon 1 to weapon n. The player can select one weapon (e.g., weapon 5) from this tab, and the first virtual character will then wield the selected weapon (e.g., weapon 5). The player can then see the first virtual character wielding the selected weapon in the first lobby interface displayed on the first terminal. Furthermore, after the player selects a weapon for the first virtual character in the first lobby interface, the first virtual character in the lobby virtual scene wields the selected weapon.
[0206] like Figure 11The diagram illustrates the hero switching process for a virtual character in a game interaction method provided in this embodiment of the present disclosure. It includes interfaces (11-a) and (11-b), where interfaces (11-a) and (11-b) form the first lobby interface. In interface (11-a), the player can click on the hero control displayed on the first lobby interface. Subsequently, the first terminal will display an interface as shown in interface (11-b), which includes a hero details tab. This tab displays the number of hero fragments currently possessed by the first virtual character, as well as multiple heroes, such as Hero 1 to Hero n. Hero fragments can be used to exchange for heroes, and the displayed heroes can be set with controls indicating whether they can be exchanged or purchased. The player can select one hero (e.g., Hero 2) from the heroes that can be exchanged or purchased in the hero details tab. In this way, the first virtual character's appearance will change from its original form to the selected virtual character's appearance (e.g., Hero 5). Furthermore, interface (11-b) displays a tab introducing the hero 2 selected by the player, where the relevant skills of hero 2 can be described. Players can see their first virtual character, now representing hero 2, in the first lobby interface displayed on the first terminal. Moreover, after changing the character's appearance in the first lobby interface, the first virtual character in the lobby's virtual scene also changes to the selected hero's appearance.
[0207] In an optional implementation, the step S201 of "assigning the first virtual character controlled by the first player to the lobby virtual scene" can be achieved through the following steps:
[0208] The first virtual character controlled by the first player is assigned to the lobby virtual scene provided by the first player group;
[0209] The game interaction method provided in this disclosure may further include the following steps:
[0210] When a friend's virtual character of the first virtual character logs into the first player group, in response to a teleportation operation for the friend's virtual character in the first lobby interface or the second lobby interface, the first virtual character will be teleported to the lobby virtual scene provided by the second player group where the friend's virtual character is located.
[0211] In practical applications, players can view the current status of their friends in the first lobby interface or the second lobby interface. The current status of a friend is either online or offline. When a friend is offline, the player can send an online invitation to the friend through a third-party application in the first lobby interface or the second lobby interface. The third-party application can be, for example, an instant messaging application.
[0212] When a friend is online, the player can see whether the friend is currently in the game lobby or in a game. When a friend is in the game lobby, the player can also see whether the friend is in the same player set as them. In this disclosure, the first player set and the second player set are player sets corresponding to different lobby virtual scenes.
[0213] When a friend is online, the first player can send a team invitation to a friend who is not in a game to join the same game. When a friend is online but not in the same player group as the player's virtual character, the first player can teleport their first virtual character to the lobby virtual scene provided by the second player group where the friend is located. The first player can also invite friends to enter the lobby virtual scene provided by their own first player group.
[0214] Therefore, the first lobby interface or the second lobby interface may also display corresponding controls for the friend's virtual character, including but not limited to at least one of the following: a first friend control for teleporting the first virtual character to the lobby virtual scene provided by the second player group where the friend's virtual character is located, and a second friend control for inviting the friend's virtual character to team up with the first virtual character.
[0215] In addition, when a friend's virtual character is in the game lobby, they may also be playing a mini-game in the lobby's virtual scene. Therefore, this disclosure also allows you to view the online status of your friend's virtual character. The online status can include: the first online status of being in the lobby's virtual scene but not playing a mini-game, and the second online status of being in the lobby's virtual scene and playing a mini-game.
[0216] In one alternative implementation, the present disclosure can transmit in the same way for different online states, only transmitting the first virtual character to the lobby virtual scene provided by the second player group where the friend's virtual character is located.
[0217] In another alternative implementation, this disclosure can be transmitted in different ways depending on the online status, and the different transmission methods are as follows:
[0218] When a friend's virtual character is online and the first player set and the second player set are not the same player set, in response to the player operating the first virtual character's triggered operation on the first friend's control, the first virtual character is teleported to the lobby virtual scene provided by the second player set where the friend's virtual character is located;
[0219] When a friend's virtual character is online for the second time, in response to the player controlling the first virtual character's trigger operation on the first friend's control, the first virtual character is teleported to the game area corresponding to the mini-game that the friend's virtual character is currently playing.
[0220] In this way, when a friend's virtual character is in a specific mini-game within the lobby's virtual scene, the first virtual character can be teleported to the game area of the mini-game where the friend's virtual character is located through the first friend control. This allows the player to control the first virtual character and participate in the corresponding gameplay.
[0221] It should be noted that the first player can view the current status of their friends' virtual characters in both the first lobby interface and the second lobby interface. When the first terminal is currently displaying the first lobby interface, the first player can view the status of their friends' virtual characters in the first lobby interface; when the first terminal is currently displaying the second lobby interface, the first player can view the status of their friends' virtual characters in the second lobby interface.
[0222] The following is passed Figure 12 The following describes the teleportation function in the game interaction method provided in the embodiments of this disclosure:
[0223] like Figure 12 The diagram shows a teleportation function in the game interaction method provided in this embodiment, including interfaces (12-a) and (12-b). Interfaces (12-a) and (12-b) can be either a first lobby interface or a second lobby interface. Interface (12-a) displays a tab for viewed virtual characters. In this tab, players can view their friends' virtual characters, and the corresponding friend tabs will be displayed, showing whether the friend is online or offline. Then, as shown in interface (12-b), the first player can trigger teleportation, team invitation, view name card, and management operations on friend 1 who is online in the friend tab. The friend's virtual character that can trigger the teleportation operation is a virtual character in a different player set than the first virtual character. When the teleportation operation is triggered on friend 1, the first virtual character operated by the first player will be teleported to the lobby virtual scene provided by the player set where the friend is located.
[0224] In one alternative implementation, the first lobby interface may further include a background image, on which a first virtual character and a first functional control are presented.
[0225] It should be noted that the background image can be a fixed image, or it can be a single image or multiple images. When there are multiple background images, they can be pre-arranged in a playback order to form an animation. This way, when the main lobby interface is displayed on the first terminal, the corresponding background image will be shown, enhancing the player's visual experience.
[0226] In another alternative implementation, in order to avoid a severe sense of disconnect for players when switching between the first lobby interface and the second lobby interface, the first lobby interface may also include a background image related to the lobby virtual scene. In the first lobby interface, the first virtual character and the first functional control are presented on the background image.
[0227] Additionally, when the second lobby interface is displayed on the first terminal, the first player can switch between the second lobby interface and the first lobby interface, displaying the first lobby interface on the first terminal.
[0228] Therefore, the game interaction method provided in this disclosure embodiment may further include the following steps:
[0229] In response to the second switching operation, the second lobby interface is switched to the first lobby interface.
[0230] In practical applications, when the first terminal displays the second lobby interface, the first player may need to enter different gameplay modules or functional systems through the first function control in the first lobby interface. At this time, the first player can switch the display interface of the first terminal from the second lobby interface to the first lobby interface by performing a second switching operation in the second lobby interface.
[0231] In one alternative implementation, the second functional control in the second lobby interface further includes an interactive functional control for interacting with nearby player characters located within a preset distance of the first virtual character's position in the lobby virtual scene.
[0232] After the first player logs in, the first terminal displays the first lobby interface. When the display interface switches to the second lobby interface, the first player can see their first virtual character in the lobby's virtual scene. Since there may be multiple virtual characters in the lobby's virtual scene, interaction between them is possible. This creates a need for communication within the lobby's virtual scene. Therefore, controls for interacting with virtual characters in the lobby's virtual scene can be set in the second lobby interface. Specifically, these controls can be interactive functions for interacting with nearby player characters within a preset distance of the first virtual character's location. In this way, the first player can interact with nearby player characters in the second lobby interface using these interactive functions.
[0233] like Figure 13 The diagram shows the interactive function controls in the game interaction method provided in this embodiment of the present disclosure, including interface (13-a) and interface (13-b), which are the second lobby interfaces. Interface (13-a) displays controls for interacting with virtual characters in the lobby virtual scene. These controls can be triggered by the shortcut key Y. After triggering the control, as shown in interface (13-b), a lobby room chat control for interacting with virtual characters in the same player group and a nearby player chat control for interacting with nearby virtual characters can be displayed. It is understood that the communication can be in the form of text or voice, and this disclosure does not specifically limit it.
[0234] In one alternative implementation, the lobby interface of the first terminal can also send a team invitation to virtual characters in the same game lobby as the first virtual character controlled by the first terminal, so that they can enter the game together.
[0235] Therefore, the game interaction method provided in this embodiment may further include the following steps S301 to S302:
[0236] Step S301: In response to the first viewing operation of a nearby player character within a preset distance from the first virtual character in the lobby virtual scene, display the first viewing page of the nearby player character.
[0237] This step is used to view and display the player characters near the first virtual character in the lobby virtual scene on the lobby interface displayed on the first terminal.
[0238] The lobby interface can include controls for viewing nearby virtual characters. After triggering an operation on these controls, the first viewing page for nearby player characters can be displayed. Controls for viewing nearby virtual characters can also be included on other pages displayed in the lobby interface, so that the first viewing page for nearby player characters can be displayed on other pages displayed in the lobby interface.
[0239] It should be noted that the interface for the first viewing operation and the interface for displaying the first viewing page in step S301 are the current display interfaces of the first terminal. When the current display interface of the first terminal is the first lobby interface, the first viewing operation for nearby player characters is performed within the currently displayed first lobby interface, and correspondingly, the first viewing page is also displayed within the currently displayed first lobby interface. When the current display interface of the first terminal is the second lobby interface, the first viewing operation for nearby player characters is performed within the currently displayed second lobby interface, and correspondingly, the first viewing page is also displayed within the currently displayed second lobby interface.
[0240] Nearby player characters are virtual characters located near the first virtual character in the lobby virtual scene. Nearby player characters can be any player whose current location in the lobby virtual scene is within a preset distance of the first virtual character's location in the lobby virtual scene. Specifically, a nearby area can be determined in the lobby virtual scene based on the first virtual character's location and the preset distance; virtual characters currently within this nearby area are considered nearby player characters of the first virtual character.
[0241] For example, if virtual character 1 is currently at position 1 in the lobby virtual scene, then the circular area in the lobby virtual scene with position 1 as the center and a preset distance of 10 meters as the radius is the nearby area, and virtual characters in this circular area are all nearby player characters of virtual character 1.
[0242] In practical applications, the nearby player characters that can be viewed can also be set with the distance between the location of the nearby player characters in the lobby virtual scene and the location of the first virtual character in the lobby virtual scene. The nearby player characters can be sorted according to the location distance, and displayed in the first viewing page according to the sorted nearby player characters.
[0243] Step S302: In response to the team-up operation for nearby player characters on the first viewing page, control the first virtual character and the nearby player characters to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
[0244] Step S302 is used to send a team invitation to a nearby player character displayed on the first viewing page shown in step S301, so as to enter the game server to form the same team and match with other virtual characters.
[0245] It should be noted that when a virtual character completes a team and enters a game, the virtual character exits from the lobby virtual scene and enters the game server.
[0246] Each nearby player character displayed on the first viewing page can be assigned a corresponding first invitation control for team formation. Team formation invitations can be triggered using different first invitation controls for different nearby player characters. In this disclosure, a second invitation control for team formation can also be assigned to all nearby player characters. After triggering the second invitation control, the target nearby player character to whom the team formation invitation is to be sent can be selected to trigger the team formation invitation.
[0247] The following is passed Figure 14 and Figure 15 This disclosure describes the team-up operation in the second lobby interface and the first lobby interface in the game interaction method provided in the embodiments of this disclosure.
[0248] like Figure 14 The diagram shown is a schematic diagram of team-up operations in the second lobby interface of the game interaction method provided in this embodiment of the present disclosure, including interface (14-a), interface (14-b) and interface (14-c), where interface (14-a), interface (14-b) and interface (14-c) are the second lobby interfaces.
[0249] As shown in interface (14-a), the second lobby interface displayed on the first terminal controlling the first virtual character includes a first virtual character control for indicating the character information of the first virtual character controlled by the first terminal. The second lobby interface also includes the first virtual character located in the lobby virtual scene, controls for switching the current second lobby interface to the first lobby interface (such as the Tab control, indicating that the interface can be switched using the shortcut key Tab), controls for viewing the virtual character in the lobby virtual scene (such as control K, indicating that the virtual character can be viewed using the shortcut key K), and other controls. The first player can trigger an operation on control K to view the virtual character in the lobby virtual scene.
[0250] After the first player triggers an operation on control K, interface (14-b) will be displayed on the first terminal. Interface (14-b) displays a first viewing page, which shows: information about the first virtual character, controls for searching for players, controls for viewing recent player virtual characters, controls for viewing nearby players, controls for viewing the first virtual character's friend virtual characters, and controls for viewing friend requests received by the first virtual character. Among these, recent player virtual characters are those who have recently teamed up with the first virtual character for a game, for example, those who have teamed up with the first virtual character for a game within the last three days; friend virtual characters are those who are friends with the first virtual character. The first player can view nearby player characters on the first viewing page, as shown in interface (14-b). Nearby player characters include virtual character 1, virtual character 2, virtual character 3, ..., virtual character n.
[0251] As shown in the interface (14-c), after viewing the nearby player characters, the corresponding add friend control and team invitation control are displayed for virtual character 1 among the nearby player characters. The first player can send an add friend request to virtual character 1 through the add friend control and send a team invitation to virtual character 1 through the team invitation control.
[0252] like Figure 15 The diagram shown is a schematic diagram of team-up operations in the first lobby interface of the game interaction method provided in this embodiment of the present disclosure, including interface (15-a) and interface (15-b), which are the first lobby interfaces.
[0253] As shown in interface (15-a), the second lobby interface displayed on the first terminal controlling the first virtual character includes controls for sending team invitations to virtual characters in the game lobby, as well as other controls. The first player can trigger operations on the controls for sending team invitations to virtual characters in the game lobby to view and invite virtual characters in the lobby's virtual scene to team up.
[0254] As shown in interface (15-b), after the first player sends a team invitation to a virtual character in the game lobby, the first viewing page will be displayed on the first terminal controlling the first virtual character. Figure 15 The first viewing page in the interface (15-b) and Figure 14 The first viewing page in the interface (14-b) is the same; you can refer to the previous one. Figure 14 The description of the first viewing page in the interface (14-b) will not be repeated here.
[0255] It should be noted that the first viewing page may also include a control for searching for players. The first player can use this control to search for a specific virtual character in the lobby's virtual scene and trigger an action on the found virtual character.
[0256] In the game interaction method disclosed herein, after the first player logs in, the first virtual character controlled by the first player is assigned to a lobby virtual scene with preset gameplay. A first lobby interface is displayed on the first player's terminal, showcasing the first virtual character. The first player can then view the character's appearance in the first lobby interface. Furthermore, a first switching operation can be performed within the first lobby interface. After this operation, the first lobby interface displayed on the first terminal will be switched to a second lobby interface, including the lobby virtual scene and second functional controls corresponding to the preset gameplay. This allows for diverse displays of the game lobby style and the first virtual character's appearance through the first lobby interface, while the second lobby interface makes the game lobby less monotonous. Additionally, by triggering a view operation on nearby player characters located near the first virtual corner in the lobby virtual scene, a first viewing page is displayed, showing nearby player characters containing the first virtual character. Players can then initiate a team-up operation on the first viewing page targeting nearby player characters. In this way, the first virtual character and nearby player characters will exit the current lobby virtual scene and enter the game server. The lobby virtual scene thus provides a space for player interaction. Through their interactions within the lobby virtual scene, players can become aware of other players and invite those they are interested in to team up, providing a way to form teams within the lobby virtual scene and reducing limitations on available team members.
[0257] In practical applications, when virtual character A sends a team invitation or friend request to virtual character B, the team invitation request or friend request can be displayed on the terminal controlling virtual character B. Therefore, the first viewing page includes team control for nearby player characters, and step S302 can also be implemented through the following steps:
[0258] In response to the triggering operation of the team-up control for the player character near the target on the first viewing page, a request page for instructing the player character near the target to team up with the first virtual character is displayed on the target second terminal by controlling the player character near the target.
[0259] In response to the confirmation operation received by the target second terminal on the request page to team up with the first virtual character, the first virtual character and the target nearby player characters are controlled to exit the lobby virtual scene and enter the game match server to form the same team and match with other virtual characters.
[0260] When a team-up invitation is triggered on the first terminal for a player character near the target, a request page corresponding to the team-up invitation can be displayed on the target second terminal controlling that player character. This request page displays team-up invitation information instructing the first virtual character to request a team-up. Similarly, the request page may be displayed in either the first or second lobby interface, depending on which lobby interface the target second terminal is currently displaying.
[0261] In this way, players can respond to the team invitation message displayed on the request page via the target secondary terminal, specifically by accepting or declining the invitation. It should be noted that the virtual character controlled by the target secondary terminal may currently be in a mini-game within the lobby's virtual environment, or the player holding the target secondary terminal may not currently wish to participate in a game. Therefore, after the request page is displayed on the target secondary terminal, the player can choose to decline the team invitation.
[0262] In practical applications, when a virtual character in the lobby virtual scene is engaging in game interaction behavior, the probability of rejecting team invitations from other virtual characters is relatively high. Therefore, the first viewing page displays information about the game interaction behavior of nearby player characters in the lobby virtual scene.
[0263] In this way, the first viewing page displayed on the first terminal shows the game interactions that nearby player characters are currently engaging in within the lobby virtual scene, such as nearby player character 1 performing parkour. Thus, the first player holding the first terminal can prioritize sending team invitations to nearby player characters who are not interacting within the lobby virtual scene, increasing the chances of successfully forming a team after receiving the invitation.
[0264] like Figure 16 The image shown is a schematic diagram of the request page corresponding to the team invitation in the game interaction method provided in this embodiment of the disclosure. When a player... Figure 14 The interface (14-c) or Figure 15In the interface (15-b), after sending a team invitation to virtual character 1 among nearby player characters, the terminal controlling virtual character 1 will display the request page corresponding to the team invitation sent by the first virtual character. This request page displays "First virtual character invites you to join the team," along with accept and reject controls. The reject control has a time limit, indicating that the player can trigger either the accept or reject control within 10 seconds. The request page also displays a control for sending the rejection reason "Sorry, it's not convenient right now" to the first virtual character. The player can trigger actions based on the controls on the request page. When the accept control is clicked, virtual character 1 and the first virtual character successfully team up.
[0265] In practical applications, in order to allow players to see the character information of the virtual characters who have successfully teamed up with the virtual characters they are controlling on their own terminals, the terminals controlling these two virtual characters can display the character information of the two virtual characters who have successfully teamed up.
[0266] Therefore, the game interaction method provided in this embodiment may further include: displaying the character information of a teammate who is in a team with the first virtual character via a first terminal.
[0267] This step involves displaying the character information of teammates who are in a team with the first virtual character through the current display interface of the first terminal. When the first terminal is currently displaying the first lobby interface, the character information of teammates who are in a team with the first virtual character is displayed through the currently displayed first lobby interface. When the first terminal is currently displaying the second lobby interface, the character information of teammates who are in a team with the first virtual character is displayed through the currently displayed second lobby interface.
[0268] like Figure 17 The diagram shown illustrates a successfully teamed-up virtual character in the game interaction method provided in this embodiment. The displayed interface can be the current display interface of the terminal controlling virtual character 1, or the current display interface of the first terminal controlling the first virtual character. When virtual character 1 and the first virtual character successfully team up, a tab indicating that virtual character 1 and the first virtual character are teamed up will be displayed on the interface. After successful team formation, the player can click the "Start Game" control or trigger the game using the shortcut key J.
[0269] In one optional implementation, a greeting control is displayed on the first viewing page for nearby player characters who are friends with the first virtual character. The greeting control is used to respond to a trigger operation and display greeting information on the target second terminal by manipulating the nearby player character corresponding to the greeting control.
[0270] Specifically, the nearby player characters on the first viewing page may include the virtual characters of the first virtual character's friends. When the nearby player characters include the virtual characters of friends, the virtual characters of friends are nearby player characters of friends; or the virtual characters of friends on the first viewing page may include virtual characters located near the first virtual character in the lobby virtual scene. When the virtual characters of friends include nearby player characters, the virtual characters of friends are nearby player characters of friends.
[0271] In this disclosure, a greeting control can be set for nearby player characters of a friend. Players can trigger the greeting control for nearby player characters of a friend through a first terminal to send greeting messages to nearby player characters of a friend who are located near the first virtual character in the lobby virtual scene.
[0272] In practical applications, you can select a greeting message from the pre-stored greeting messages and send it to a nearby player character; you can also customize a greeting message and send it to a nearby player character. This disclosure does not limit this.
[0273] like Figure 18 The diagram shown is a schematic of a greeting operation in the game interaction method provided in this embodiment of the present disclosure, including interface (18-a) and interface (18-b), where interface (18-a) and interface (18-b) are the second lobby interface.
[0274] As shown in interface (18-a), the first viewing page displayed on the first terminal controlling the first virtual character includes nearby players such as Player 1, Player 2, Player 3, ..., Player n. Player 2 is a friend virtual character of the first virtual character, so Player 2 belongs to the nearby friend player category. As shown in interface (18-b), the player can send a greeting message to Player 2, who is a friend of the first virtual character, through the greeting control. In this way, the greeting message from the first virtual character to Player 2 will be displayed on the terminal controlling Player 2.
[0275] In one optional implementation, the game interaction method provided in this disclosure further includes the following steps:
[0276] In response to a "like" action performed on a nearby player character in the lobby virtual scene, a corresponding icon is displayed for the nearby player character who performed the "like" action on the first viewing page, or the nearby player character who performed the "like" action is displayed at the top of the first viewing page.
[0277] When a nearby player character is performing game interaction behavior in the virtual scene of the lobby displayed on the first terminal, the first player can like and / or send virtual gifts to the nearby player character through the first terminal, or operate the first virtual character to perform favorable actions to the nearby player character, such as controlling the first virtual character to clap.
[0278] Based on the "like" action performed in the lobby virtual scene, a corresponding icon can be displayed for the nearby player characters on the first viewing page. The first player can find the nearby virtual characters who performed the "like" action through the corresponding icon on the first viewing page. Alternatively, based on the "like" action performed in the lobby virtual scene, the nearby player characters corresponding to the "like" action can be pinned to the top of the first viewing page. The first player can find the nearby virtual characters who performed the "like" action through the pinned nearby virtual characters on the first viewing page.
[0279] It should be noted that when the first player performs a "like" operation on multiple nearby player characters in the virtual lobby scene displayed on the first terminal, the multiple nearby player characters corresponding to the multiple "like" operations can be marked or displayed at the top on the first viewing page, or the multiple nearby player characters corresponding to the multiple "like" operations can be highlighted. This disclosure does not limit this.
[0280] Afterwards, players can quickly send team invitations to nearby player characters with identifiable identifiers or to nearby player characters pinned to the top, to form the same team and enter the game.
[0281] For example, if Player 1 hears Virtual Character 1 playing an instrument well in the virtual lobby scene displayed on their device, they can give it a thumbs up. After giving the thumbs up, Player 1 can see Virtual Character 1's name displayed in the nearby player list, or pinned to the top. This allows Player 1 to quickly send a team invitation to Virtual Character 1 to form a team and match with other virtual characters.
[0282] In an optional implementation, the game interaction method provided in this disclosure further includes the following steps: in response to the triggering operation of the greeting control corresponding to the player character near the target friend of the first virtual character on the first viewing page, displaying greeting information by controlling the target second terminal of the player character near the target friend.
[0283] Understandably, after sending a greeting message to a player character near the target friend on the first terminal, the greeting message is displayed on the target second terminal that controls the player character near the target friend. In this way, when the player holding the target second terminal sees the displayed greeting message, they can know that there is a first virtual character among their nearby friends in the lobby virtual scene.
[0284] like Figure 19 The diagram shown is a schematic of the interaction method in a game provided in this embodiment of the present disclosure, displaying a greeting message. The displayed interface is the current display interface of the terminal controlling player 2. When the player... Figure 18 When the interface (18-a) triggers a greeting operation for player 2, the terminal controlling player 2 will display the greeting message "Your friend [First Virtual Character] greets you!" to player 2.
[0285] In one optional implementation, the game interaction method provided in this disclosure further includes the following steps:
[0286] In response to a second viewing operation of the associated characters of the first virtual character, a second viewing page of the associated characters is displayed, wherein the associated characters of the first virtual character include nearby player characters of the first virtual character in the lobby virtual scene;
[0287] Accordingly, step S301 can be achieved through the following steps:
[0288] In response to the first viewing operation of the nearby player characters of the first virtual character in the lobby virtual scene on the second viewing page, the first viewing page of the nearby player characters is displayed on the second viewing page.
[0289] Understandably, in the lobby interface, a control can be set up for viewing related virtual characters such as nearby virtual characters, recent virtual characters, and friend virtual characters that are associated with the first virtual character. After triggering a second viewing operation on this control, a second viewing page related to the associated character can be displayed.
[0290] The first viewing operation can be triggered for nearby virtual characters on the second viewing page, and the tab corresponding to the nearby virtual characters (first viewing page) can be displayed on the second viewing page; or the viewing operation can be triggered for the most recent virtual characters on the second viewing page, and the tab corresponding to the most recent virtual characters can be displayed on the second viewing page; or the viewing operation can be triggered for a friend's virtual character on the second viewing page, and the tab corresponding to the friend's virtual character can be displayed on the second viewing page.
[0291] Therefore, when the associated characters of the first virtual character also include historical player characters who interact with the first virtual character in the lobby virtual scene, the interaction method in the game provided in this disclosure further includes the following steps:
[0292] In response to a third view operation on the second view page for a historical player character who has interacted with the first virtual character in the lobby virtual scene, the third view page for the historical player character is displayed on the second view page.
[0293] Correspondingly, the first player can also initiate a team-up operation on the historical player character viewed on the third viewing page on the first terminal. Therefore, the game interaction method provided in this disclosure also includes the following steps:
[0294] In response to the team-up operation for the target historical player character on the third viewing page, the first virtual character and the target historical player character exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
[0295] In one alternative implementation, the first player can choose to team up with a previous player character who has interacted with the first virtual character in the lobby virtual scene. For example, if virtual character A has played a parkour game with virtual character B in the lobby virtual scene, or if virtual character A has liked the actions of virtual character B in the lobby virtual scene, then virtual character A can view virtual character B and trigger the team-up operation.
[0296] This allows players who have interacted in the virtual lobby to interact again in the game. It enhances player interaction within the virtual game and facilitates further communication between players.
[0297] After team formation, game start actions can be triggered. Therefore, the game interaction methods provided in this disclosure also include the following steps:
[0298] In response to a game start operation triggered in the first lobby interface or the second lobby interface, control the first virtual character to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
[0299] In this disclosure, the game start operation can be triggered in the second lobby interface displaying the lobby virtual scene, or it can be triggered in the first lobby interface. In this way, as long as the first virtual character controlled by the first terminal is in the game lobby, the player can enter the game through the lobby interface currently displayed on the first terminal, and control the first virtual character to exit the lobby virtual scene and enter the game.
[0300] Therefore, the game interaction method provided in this disclosure also includes the following steps:
[0301] In response to a game start operation triggered in the first lobby interface or the second lobby interface, control the first virtual character to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
[0302] like Figure 20The diagram illustrates the start of a game in the interactive method provided in this embodiment of the game. Players can trigger the game start operation by using the start game control included in the second lobby interface displayed on the terminal. It can be understood that when the terminal displays the first lobby interface, the game start operation can be triggered through the start game control in the first lobby interface.
[0303] In this way, when the terminal displays the second lobby interface, there is no need to switch to the first lobby interface to trigger the game start operation, which increases the player's freedom in the game.
[0304] Understandably, if the first virtual character teams up with other virtual characters and the team formation is successful, the step "responding to the game start operation triggered in the first lobby interface or the second lobby interface, controlling the first virtual character to exit the lobby virtual scene and enter the game match server to match with other virtual characters" can be achieved through the following steps:
[0305] In response to a game start command received in the first lobby interface or the second lobby interface, if the first virtual character obtains a teammate character by forming a team in the lobby virtual scene, control the first virtual character and the teammate character to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
[0306] In practical applications, after the first virtual character and the teammate character successfully team up, the game start operation can be triggered on both the first terminal controlling the first virtual character and the teammate's terminal controlling the teammate character. When the game start operation is triggered on either the first terminal or the teammate's terminal, the first virtual character and the teammate character exit the lobby virtual scene and enter the game match server to be matched with other virtual characters.
[0307] When the game starts on the first terminal and the teammate's terminal, the teammate character will exit the lobby virtual scene, and the interface related to the game will be displayed on the first terminal and the teammate's terminal.
[0308] In practical applications, game servers are configured with different game modes, each requiring a different number of players per team. Therefore, the game mode can be selected before triggering the game start operation. Thus, before receiving the game start operation in the first or second lobby interface, the game interaction method provided in this disclosure also includes the following steps:
[0309] Receive the selection operation for the first game mode in the game mode;
[0310] In response to the selection operation, if the total number of the current first virtual character and teammates is different from the number of team members corresponding to the first game mode, the first game mode will be switched to the second game mode corresponding to the total number of players.
[0311] In practical applications, game matches can correspond to multiple match modes, and different match modes require different numbers of team members. For example, a team in match mode 1 needs 3 virtual characters, while a team in match mode 2 needs 5 virtual characters.
[0312] In this step, before triggering the start game operation, the first game mode is selected from multiple game modes, and then the start game operation is triggered.
[0313] If the total number of the first virtual character and teammates is the same as the number of players required for the selected first match mode, then control the first virtual character and teammates to exit the lobby virtual scene and enter the game server in the selected first match mode to match with other virtual characters. After the match is completed, control the first virtual character and teammates to enter the game corresponding to the selected first match mode to perform game actions.
[0314] If the total number of the first virtual character and teammates is different from the number of team members required for the selected first match mode, then the selected first match mode will be switched to the second match mode with the total number of team members required. The first virtual character and teammates will exit the lobby virtual scene and enter the game match server in the second match mode to match with other virtual characters. After the match is completed, the first virtual character and teammates will enter the game match corresponding to the second match mode to perform game actions.
[0315] In practical applications, a suitable game mode can be automatically selected after triggering the start of a game. Therefore, controlling the first virtual character to exit the lobby virtual scene and enter the game server to match with other virtual characters can be achieved through the following steps:
[0316] If no selection action for the game mode has been received before the start of the game, determine a third game mode that can be matched with the total number of the first virtual character and the teammate characters.
[0317] In the game mode selection page displayed after triggering the game start operation, the third game mode is displayed as an optional control, and the game modes other than the third game mode are displayed as unselectable controls.
[0318] In response to the triggering operation of the optional control for the target third match mode, control the first virtual character and teammate characters to exit the lobby virtual scene and enter the game match server in the target third match mode to match with other virtual characters.
[0319] In practical applications, if no game mode selection is performed before triggering the game start operation, the total number of the first virtual character and teammates can be determined after the game start operation is triggered, and a third game mode matching the total number of players can be determined accordingly. The third game mode is a game mode in which the required team size is greater than or equal to the total number of the first virtual character and teammates. There can be one or more third game modes, and this disclosure does not impose any restrictions on this.
[0320] Understandably, after the game starts, the terminal will display a game mode selection page for choosing a game mode. On this page, the third game mode can be displayed as an optional control, while other game modes besides the third game mode can be displayed as unselectable controls.
[0321] In this way, you can select the target third match mode from the third match mode options displayed as a selectable control on the match mode selection page, control the first virtual character and teammate characters to exit the lobby virtual scene, and enter the game match server in the target third match mode to match with other virtual characters.
[0322] like Figure 21 The diagram shows a game mode selection page in the game interaction method provided in this embodiment. The diagram shows game types such as real battle and human vs. AI, as well as game modes such as solo, duo, and trio. If there are two virtual characters currently in the same team, the control corresponding to the solo game mode is displayed as an unselectable control, while the controls corresponding to the duo and trio game modes are displayed as selectable controls. Based on this, players can select one game mode from the duo and trio game modes, control the virtual characters in the team to exit the lobby virtual scene, and enter the game server in the selected game mode to match with other virtual characters.
[0323] In practical applications, if the number of virtual characters in a team is insufficient for a game match, players will be unable to enter the game match they want.
[0324] Therefore, in order to enable players to quickly enter the game they want to play, an automatic teammate replenishment function can be triggered in the first lobby interface and the second lobby interface. Specifically, the first lobby interface and the second lobby interface can display a control for automatically replenishing teammates when the number of virtual characters required for the game does not meet the requirements.
[0325] Therefore, before receiving the game start operation in the first lobby interface or the second lobby interface, the game interaction method provided in this embodiment may further include the following steps:
[0326] Receive the selection operation for the first game mode in the game mode and the trigger operation for automatically replenishing teammates;
[0327] In response to selection and trigger operations, if the total number of the current first virtual character and teammates is different from the number of players in the team corresponding to the first game mode, virtual characters are added from the lobby virtual scene so that the total number of players after the addition is the same as the number of players in the team corresponding to the first game mode.
[0328] In practical applications, the first virtual character and teammate characters can also have a captain role. The captain role can be the first virtual character to initiate the team formation, or the virtual character can choose to become the captain role after the team is formed. Understandably, when a virtual character becomes the captain, the other virtual characters in the team automatically become teammate roles.
[0329] Therefore, the game interaction method provided in this disclosure embodiment may further include the following steps:
[0330] For the captain role among the first virtual character and teammate roles, when the terminal controlling the captain role receives the game start operation for entering the game, it is determined whether the teammate roles among the first virtual character and teammate roles are all in the ready state.
[0331] When all team members are in the ready state, control the first virtual character and teammates to exit the lobby virtual scene and enter the game server to match with other virtual characters.
[0332] In addition, the team member character in the first virtual character and the teammate character can enter the preparation state by receiving game start-up instructions on the terminal controlling the team member character.
[0333] Corresponding to the game interaction method provided in the first embodiment of this disclosure, the second embodiment of this disclosure also provides a game interaction device, such as... Figure 22 As shown, the interactive device 2200 in the game includes:
[0334] The allocation unit 2201 is used to respond to the login operation of the first player logging into the game through the first terminal, allocate the first player to the first player set, and allocate the first virtual character controlled by the first player to the lobby virtual scene, wherein the lobby virtual scene is used to provide a virtual environment with preset gameplay for the players in the first player set;
[0335] Display unit 2202 is used to display a first lobby interface through the first terminal, wherein the first lobby interface is used to provide multiple first functional controls for entering different gameplay modules or functional systems, and for displaying the first virtual character.
[0336] The switching unit 2203 is used to switch the first lobby interface to a second lobby interface in response to a first switching operation. The second lobby interface displays the lobby virtual scene and the second function control corresponding to the preset gameplay. In response to the operation command of the first virtual character, the unit controls the first virtual character to move in the lobby virtual scene and to perform game interaction behavior based on the preset gameplay.
[0337] Optionally, the interactive device 2200 in the game further includes a movement unit, the movement unit being used for:
[0338] In response to movement operations performed on the first lobby interface, the control displays the first virtual character from different perspectives;
[0339] In response to a movement operation performed in the second lobby interface, the first virtual character is controlled to move within the lobby virtual scene.
[0340] Optionally, the movement operation includes a first movement operation and a second movement operation, and the movement unit is specifically used for:
[0341] In response to the first movement operation, control the virtual camera to move closer to or further away from the first virtual character;
[0342] and / or
[0343] In response to the second movement operation, the virtual camera is controlled to move around the first virtual character.
[0344] Optionally, the interactive device 2200 in the game further includes a loading unit, which is used for:
[0345] Load the scene data of the virtual lobby scene;
[0346] The switching unit 2203 is specifically used to: switch the first hall interface to the second hall interface according to the scene data of the loaded hall virtual scene.
[0347] Optionally, the virtual lobby scene includes a second virtual character controlled via a second terminal, and the interactive device 2200 in the game further includes a determining unit, which is used for:
[0348] In response to a first operation performed on the first lobby interface or the second lobby interface of the first terminal, determine the operation result data of the first operation;
[0349] Based on the operation result data of the first operation, a result notification indicating the operation result of the first operation is displayed on the second terminal.
[0350] Optionally, the virtual lobby scene includes a racing gameplay area; the determining unit is specifically used for:
[0351] In response to a first operation of controlling the first virtual character to perform a race in the racing gameplay area in the second lobby interface of the first terminal, the racing result data of the first operation is determined;
[0352] Based on the racing result data of the first operation, a result notification indicating the racing result of the first operation is displayed on the second terminal.
[0353] Optionally, the first functional control includes a extraction control for extracting virtual items; the determining unit is specifically used for:
[0354] In response to a first operation triggered by the extraction control in the first lobby interface of the first terminal, the extraction result data of the first operation is determined;
[0355] When a preset first virtual item is extracted through the first operation, a result notification indicating the extraction result of the first operation is displayed on the second terminal based on the extraction result data of the first operation.
[0356] Optionally, the interactive device 2200 in the game further includes a playback unit, which is used for:
[0357] In response to a first operation triggered by the extraction control in the first lobby interface of the first terminal, when the extracted first virtual item is configured with special effects and the current graphical user interface of the second terminal includes the first virtual character, the special effects of the first virtual item are played on the first virtual character through the second terminal.
[0358] Optionally, the playback unit is further configured to:
[0359] When the first hall interface is displayed through the first terminal, when a voice-emitting virtual object within a preset range near the first virtual character in the hall virtual scene emits a sound, the sound is played through the first terminal.
[0360] Optionally, the allocation unit 2201 is specifically used for:
[0361] The first virtual character controlled by the first player is assigned to the lobby virtual scene provided by the first player group;
[0362] The interactive device 2200 in the game also includes a transmission unit, which is used for:
[0363] When a friend's virtual character of the first virtual character is logged into the first player set, in response to a teleportation operation for the friend's virtual character in the first lobby interface or the second lobby interface, the first virtual character is teleported to the lobby virtual scene provided by the second player set where the friend's virtual character is located.
[0364] Optionally, the display unit 2202 is configured to display the first viewing page of the nearby player character in response to a first viewing operation of a nearby player character within a preset distance from the first virtual character in the lobby virtual scene;
[0365] The interactive device 2200 in the game also includes a control unit, which is used to respond to the team-up operation for nearby player characters on the first viewing page, and control the first virtual character and the nearby player characters to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
[0366] Optionally, the display unit 2202 is further configured to: in response to a like operation on a nearby player character in the lobby virtual scene, display a corresponding identifier for the nearby player character corresponding to the like operation on the first viewing page, or pin the nearby player character corresponding to the like operation to the top of the first viewing page.
[0367] Optionally, the display unit 2202 is specifically used for:
[0368] In response to the triggering operation of the team-up control for a player character near the target in the first viewing page, a request page for instructing the player character near the target to team up with the first virtual character is displayed on the target second terminal by manipulating the player character near the target.
[0369] In response to the confirmation operation received by the target second terminal on the request page regarding teaming up with the first virtual character, the first virtual character and nearby player characters are controlled to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
[0370] Optionally, the display unit 2202 is further configured to:
[0371] In response to the triggering operation of the greeting control corresponding to the player character near the target friend of the first virtual character on the first viewing page, the greeting information is displayed on the target second terminal by controlling the player character near the target friend.
[0372] Optionally, the display unit 2202 is specifically used for:
[0373] In response to a second viewing operation of the associated characters of the first virtual character, a second viewing page of the associated characters is displayed, wherein the associated characters of the first virtual character include nearby player characters of the first virtual character in the lobby virtual scene;
[0374] In response to a first viewing operation of nearby player characters of the first virtual character in the lobby virtual scene on the second viewing page, the first viewing page of the nearby player characters is displayed on the second viewing page.
[0375] Optionally, the associated characters of the first virtual character also include historical player characters who interact with the first virtual character in the lobby virtual scene, and the display unit 2202 is further used for:
[0376] In response to a third viewing operation on the second viewing page for a historical player character who has interacted with the first virtual character in the lobby virtual scene, the third viewing page for the historical player character is displayed on the second viewing page.
[0377] Optionally, the control unit is specifically used for:
[0378] In response to the team-up operation for the target historical player character on the third viewing page, the first virtual character and the target historical player character are controlled to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
[0379] Optionally, the control unit is further specifically used for:
[0380] In response to a game start operation triggered in the first lobby interface or the second lobby interface, the first virtual character is controlled to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
[0381] Optionally, the control unit is specifically used for:
[0382] In response to a game start operation received in the first lobby interface or the second lobby interface, if the first virtual character obtains a teammate character by forming a team in the lobby virtual scene, the first virtual character and the teammate character are controlled to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
[0383] Optionally, the game server is configured with game modes, and different game modes require different numbers of players per team; the control unit is specifically used for:
[0384] Receive a selection operation for the first game mode in the game modes;
[0385] In response to the selection operation, if the total number of the first virtual character and the teammate characters is different from the number of team members corresponding to the first game mode, the first game mode is switched to the second game mode corresponding to the total number of team members.
[0386] Optionally, the control unit is specifically used for:
[0387] Control the first virtual character and the teammate character to exit the lobby virtual scene and enter the game server in the second match mode to match with other virtual characters.
[0388] Optionally, the game server is configured with game modes, and different game modes require different numbers of players per team; the control unit is specifically used for:
[0389] If no selection operation for the game mode has been received before the game start operation, a third game mode that can be matched with the total number of the first virtual character and the teammate characters is determined.
[0390] In the game mode selection page displayed by triggering the game start operation, the third game mode is displayed as an optional control, and the game modes other than the third game mode are displayed as unselectable controls.
[0391] In response to the triggering operation of the optional control for the target third match mode, the first virtual character and the teammate character are controlled to exit the lobby virtual scene and enter the game match server in the target third match mode to match with other virtual characters.
[0392] Optionally, the switching unit 2203 is further configured to:
[0393] In response to the second switching operation, the second lobby interface is switched to the first lobby interface.
[0394] Corresponding to the game interaction method provided in the first embodiment of this disclosure, the third embodiment of this disclosure also provides an electronic device for game interaction. For example... Figure 23 As shown, the electronic device 2300 includes: a processor 2301; and a memory 2302 for storing a program of interactive methods in a game. After the device is powered on and the processor runs the program of interactive methods in the game, it executes the steps in the interactive methods in the game provided in the first embodiment of this disclosure.
[0395] Corresponding to the game interaction method provided in the first embodiment of this disclosure, the fourth embodiment of this disclosure provides a computer-readable storage medium storing a program of the game interaction method, which is executed by a processor to perform the steps of the game interaction method provided in the first embodiment of this disclosure.
[0396] It should be noted that for a detailed description of the apparatus, electronic device and computer-readable storage medium provided in the second, third and fourth embodiments of this disclosure, please refer to the relevant description of the first embodiment of this disclosure, which will not be repeated here.
[0397] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.
[0398] In a typical configuration, a node device in a blockchain includes one or more processors (CPUs), input / output interfaces, network interfaces, and memory.
[0399] Memory may include non-persistent storage in computer-readable media, such as random access memory (RAM) and / or non-volatile memory, such as read-only memory (ROM) or flash RAM. Memory is an example of computer-readable media.
[0400] 1. Computer-readable media includes both permanent and non-permanent, removable and non-removable media that can store information by any method or technology. Information can be computer-readable instructions, data structures, modules of programs, or other data. Examples of computer storage media include, but are not limited to, phase-change memory (PRAM), static random access memory (SRAM), dynamic random access memory (DRAM), other types of random access memory (RAM), read-only memory (ROM), electrically erasable programmable read-only memory (EEPROM), flash memory or other memory technologies, CD-ROM, digital versatile optical disc (DVD) or other optical storage, magnetic tape, magnetic magnetic disk storage or other magnetic storage media, or any other non-transferable medium that can be used to store information accessible by a computing device. As defined herein, computer-readable media does not include non-transitory computer-readable media, such as modulated data signals and carrier waves.
[0401] 2. Those skilled in the art will understand that the embodiments of this disclosure can be provided as methods, systems, or computer program products. Therefore, this disclosure can take the form of a completely hardware embodiment, a completely software embodiment, or an embodiment combining software and hardware aspects. Furthermore, this disclosure can take the form of a computer program product embodied on one or more computer-usable storage media (including, but not limited to, disk storage, CD-ROM, optical storage, etc.) containing computer-usable program code.
[0402] While this disclosure is presented above with reference to preferred embodiments, it is not intended to limit this disclosure. Any person skilled in the art can make possible changes and modifications without departing from the spirit and scope of this disclosure. Therefore, the scope of protection of this disclosure should be determined by the scope defined in the claims of this disclosure.
Claims
1. An interaction method in a game, characterized in that, The method includes: In response to the login operation of the first player logging into the game through the first terminal, the first player is assigned to the first player set, and the first virtual character controlled by the first player is assigned to the lobby virtual scene, wherein the lobby virtual scene is used to provide a virtual environment with preset gameplay for the players in the first player set; The first terminal displays a first lobby interface, wherein the first lobby interface is used to provide multiple first functional controls for entering different gameplay modules or functional systems, and to display the first virtual character. In response to the first switching operation, the first lobby interface is switched to the second lobby interface. The second lobby interface displays the lobby virtual scene and the second function control corresponding to the preset gameplay. In response to the operation command on the first virtual character, the first virtual character is controlled to move in the lobby virtual scene and to perform game interaction behavior based on the preset gameplay.
2. The method according to claim 1, characterized in that, The first functional control includes at least one of the following: gift pack control, game activity control, game task control, game match control, and game tournament control.
3. The method according to claim 1, characterized in that, The second functional control includes: operation controls for controlling the first virtual character's game interaction behavior in the lobby virtual scene, and / or, social controls.
4. The method according to claim 1, characterized in that, The method further includes: In response to movement operations performed in the first lobby interface, the control displays the first virtual character from different perspectives; In response to a movement operation performed in the second lobby interface, the first virtual character is controlled to move within the lobby virtual scene.
5. The method according to claim 4, characterized in that, The movement operation includes a first movement operation and a second movement operation; The control of displaying the first virtual character from different perspectives in response to movement operations performed on the first lobby interface includes: In response to the first movement operation, control the virtual camera to move closer to or further away from the first virtual character; and / or In response to the second movement operation, the virtual camera is controlled to move around the first virtual character.
6. The method according to claim 1, characterized in that, Before assigning the first virtual character controlled by the first player to the lobby virtual scene, the method further includes: Load the virtual scene of the lobby; Switching the first lobby interface to the second lobby interface includes: Based on the loaded virtual lobby scene, switch the first lobby interface to the second lobby interface.
7. The method according to claim 1, characterized in that, The virtual lobby scene includes a second virtual character controlled via a second terminal; the method further includes: In response to a first operation performed on the first lobby interface or the second lobby interface of the first terminal, determine the operation result data of the first operation; Based on the operation result data of the first operation, a result notification indicating the operation result of the first operation is displayed on the second terminal.
8. The method according to claim 7, characterized in that, The virtual lobby scene includes a racing game area; The step of determining the operation result data of the first operation in response to a first operation performed on the first lobby interface or the second lobby interface of the first terminal includes: In response to a first operation of controlling the first virtual character to perform a race in the racing gameplay area in the second lobby interface of the first terminal, the racing result data of the first operation is determined; The step of displaying a result notification indicating the operation result of the first operation via the second terminal based on the operation result data of the first operation includes: Based on the racing result data of the first operation, a result notification indicating the racing result of the first operation is displayed on the second terminal.
9. The method according to claim 7, characterized in that, The first functional control includes a extraction control for extracting virtual items; The step of determining the operation result data of the first operation in response to a first operation performed on the first lobby interface or the second lobby interface of the first terminal includes: In response to a first operation triggered by the extraction control in the first lobby interface of the first terminal, the extraction result data of the first operation is determined; The step of displaying a result notification indicating the operation result of the first operation via the second terminal based on the operation result data of the first operation includes: When a preset first virtual item is extracted through the first operation, a result notification indicating the extraction result of the first operation is displayed on the second terminal based on the extraction result data of the first operation.
10. The method according to claim 9, characterized in that, The method further includes: In response to a first operation triggered by the extraction control in the first lobby interface of the first terminal, when the extracted first virtual item is configured with special effects and the current graphical user interface of the second terminal includes the first virtual character, the special effects of the first virtual item are played on the first virtual character through the second terminal.
11. The method according to claim 7, characterized in that, The result notification includes a first operation control for the first virtual character, which is used to perform operations on the first virtual character in response to a trigger operation on the target second terminal.
12. The method according to claim 11, characterized in that, When the first operation is used to control the first virtual character to race in the racing gameplay area of the lobby virtual scene, the first operation control includes a duel control, which is used to control the target second virtual character controlled by the target second terminal to duel with the first virtual character in the racing gameplay area in response to the trigger operation of the target second terminal.
13. The method according to claim 11, characterized in that, When the first operation is used to extract virtual items, and the extracted first virtual item is configured with special effects, the first operation control includes a playback control, which is used to play back the special effects of the first virtual item played for the first virtual character in response to the trigger operation on the target second terminal.
14. The method according to claim 1, characterized in that, The method further includes: When the first hall interface is displayed through the first terminal, when a voice-emitting virtual object within a preset range near the first virtual character in the hall virtual scene emits a sound, the sound is played through the first terminal.
15. The method according to claim 14, characterized in that, The virtual voice-emitting object includes one or more of the following: a second virtual character controlled by a second terminal in the lobby virtual scene, a virtual voice-emitting item in the lobby virtual scene, and a non-player virtual character in the lobby virtual scene.
16. The method according to claim 1, characterized in that, When the first virtual character is equipped with a weapon in the first lobby interface, the first virtual character is equipped with the weapon in the second lobby interface displayed in response to the switching operation of the lobby virtual scene.
17. The method according to claim 1, characterized in that, The step of assigning the first virtual character controlled by the first player to the lobby virtual scene includes: The first virtual character controlled by the first player is assigned to the lobby virtual scene provided by the first player group; The method further includes: When a friend's virtual character of the first virtual character is logged into the first player set, in response to a teleportation operation for the friend's virtual character in the first lobby interface or the second lobby interface, the first virtual character is teleported to the lobby virtual scene provided by the second player set where the friend's virtual character is located.
18. The method according to claim 1, characterized in that, The method further includes: In response to a first viewing operation of a nearby player character within a preset distance from the first virtual character in the lobby virtual scene, the first viewing page of the nearby player character is displayed; In response to the team-up operation for nearby player characters on the first viewing page, the first virtual character and the nearby player characters are controlled to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
19. The method according to claim 18, characterized in that, The first viewing page displays information about the game interaction behavior of the nearby player characters in the virtual scene of the lobby.
20. The method according to claim 18, characterized in that, The method further includes: In response to a "like" action performed on a nearby player character in the virtual lobby scene, a corresponding identifier is displayed on the first viewing page for the nearby player character corresponding to the "like" action, or the nearby player character corresponding to the "like" action is pinned to the top of the first viewing page.
21. The method according to claim 18, characterized in that, The first viewing page includes a team-up control for the nearby player character. The response to the team-up operation for the target nearby player character on the first viewing page, controlling the first virtual character and the target nearby player character to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters, includes: In response to the triggering operation of the team-up control for a player character near the target in the first viewing page, a request page for instructing the player character near the target to team up with the first virtual character is displayed on the target second terminal by manipulating the player character near the target. In response to the confirmation operation received by the target second terminal on the request page regarding teaming up with the first virtual character, the first virtual character and nearby player characters are controlled to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
22. The method according to claim 18, characterized in that, The first viewing page displays a greeting control for nearby player characters who are friends with the first virtual character. The greeting control is used to respond to a trigger operation and display greeting information on the target second terminal by manipulating the nearby player character corresponding to the greeting control.
23. The method according to claim 22, characterized in that, The method further includes: In response to the triggering operation of the greeting control corresponding to the player character near the target friend of the first virtual character on the first viewing page, the greeting information is displayed on the target second terminal by controlling the player character near the target friend.
24. The method according to claim 18, characterized in that, The method further includes: In response to a second viewing operation of the associated characters of the first virtual character, a second viewing page of the associated characters is displayed, wherein the associated characters of the first virtual character include nearby player characters of the first virtual character in the lobby virtual scene; The step of responding to a first viewing operation of nearby player characters of the first virtual character in the lobby virtual scene, and displaying a first viewing page of the nearby player characters, includes: In response to a first viewing operation of nearby player characters of the first virtual character in the lobby virtual scene on the second viewing page, the first viewing page of the nearby player characters is displayed on the second viewing page.
25. The method according to claim 24, characterized in that, The associated characters of the first virtual character also include historical player characters who have interacted with the first virtual character in the lobby virtual scene, and the method further includes: In response to a third viewing operation on the second viewing page for a historical player character who has interacted with the first virtual character in the lobby virtual scene, the third viewing page for the historical player character is displayed on the second viewing page.
26. The method according to claim 25, characterized in that, The method further includes: In response to the team-up operation for the target historical player character on the third viewing page, the first virtual character and the target historical player character are controlled to exit the lobby virtual scene and enter the game server to form the same team and match with other virtual characters.
27. The method according to claim 18, characterized in that, The method further includes: In response to a game start operation triggered in the first lobby interface or the second lobby interface, the first virtual character is controlled to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
28. The method according to claim 27, characterized in that, The step of responding to a game start operation triggered in the first lobby interface or the second lobby interface, controlling the first virtual character to exit the lobby virtual scene and enter the game match server to match with other virtual characters, includes: In response to a game start operation received in the first lobby interface or the second lobby interface, if the first virtual character obtains a teammate character by forming a team in the lobby virtual scene, the first virtual character and the teammate character are controlled to exit the lobby virtual scene and enter the game match server to match with other virtual characters.
29. The method according to claim 28, characterized in that, The game server is configured with game modes, and different game modes require different numbers of players per team. Before receiving the game start operation in the first lobby interface or the second lobby interface, the method further includes: Receive a selection operation for the first game mode in the game modes; In response to the selection operation, if the total number of the first virtual character and the teammate characters is different from the number of team members corresponding to the first game mode, the first game mode is switched to the second game mode corresponding to the total number of team members.
30. The method according to claim 29, characterized in that, The step of controlling the first virtual character and the teammate character to exit the lobby virtual scene and enter the game server to match with other virtual characters includes: Control the first virtual character and the teammate character to exit the lobby virtual scene and enter the game server in the second match mode to match with other virtual characters.
31. The method according to claim 28, characterized in that, The game server is configured with game modes, and different game modes require different numbers of players per team. The step of controlling the first virtual character and the teammate character to exit the lobby virtual scene and enter the game server to match with other virtual characters includes: If no selection operation for the game mode has been received before the game start operation, a third game mode that can be matched with the total number of the first virtual character and the teammate characters is determined. In the game mode selection page displayed by triggering the game start operation, the third game mode is displayed as an optional control, and the game modes other than the third game mode are displayed as unselectable controls. In response to the triggering operation of the optional control for the target third match mode, the first virtual character and the teammate character are controlled to exit the lobby virtual scene and enter the game match server in the target third match mode to match with other virtual characters.
32. The method according to claim 1, characterized in that, The second functional control includes an interactive functional control for interacting with nearby player characters located within a preset distance of the first virtual character in the lobby virtual scene.
33. The method according to claim 1, characterized in that, The method further includes: In response to the second switching operation, the second lobby interface is switched to the first lobby interface.
34. An interactive device for a game, characterized in that, The device includes: The allocation unit is configured to, in response to a login operation performed by a first player logging into the game via a first terminal, allocate the first player to a first player set and allocate the first virtual character controlled by the first player to a lobby virtual scene, wherein the lobby virtual scene is used to provide a virtual environment with preset gameplay for the players in the first player set; The display unit is used to display a first lobby interface through the first terminal, wherein the first lobby interface is used to provide multiple first functional controls for entering different gameplay modules or functional systems, and for displaying the first virtual character. The switching unit is used to switch the first lobby interface to a second lobby interface in response to a first switching operation, display the lobby virtual scene and the second function control corresponding to the preset gameplay in the second lobby interface, and control the first virtual character to move in the lobby virtual scene and perform game interaction behavior based on the preset gameplay in response to the operation command of the first virtual character.
35. An electronic device, characterized in that, include: processor; as well as A memory for storing a data processing program, which, when powered on and run by a processor, executes the method as described in any one of claims 1-33.
36. A computer-readable storage medium, characterized in that, The system contains a data processing program that is executed by a processor to perform the method as claimed in any one of claims 1-33.
Citation Information
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